anchor.diff:  
   /obj/machinery/power/supermatter/proc/explode()
   	investigate_log("has exploded.", "supermatter")
  +	message_admins("Supermatter exploded at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
   	explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
   	qdel(src)
  +	anchored = 1
  +	grav_pulling = 1
   	return
   
   /obj/machinery/power/supermatter/process()
  
positive.code: 				"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
  		else
  			L.show_message("<span class='italics'>You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
  
negative.code: 	else if(isobj(AM) && !istype(AM, /obj/effect))
  		AM.visible_message("<span class='danger'>\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
  		"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
  	else if(!grav_pulling) //To prevent spam, detonating supermatter does not indicate non-mobs being destroyed
  		AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
  		"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
  	else
  		return
  
  