anchor.diff:  			human.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(victim, sm) + 1)) ) )
   
   	for(var/mob/victim as anything in GLOB.player_list)
  -		if(!is_valid_z_level(get_turf(victim), sm_turf))
  -			continue
  -		SEND_SOUND(victim, 'sound/magic/charge.ogg')
  -		if(!is_valid_z_level(get_turf(victim), sm_turf))
  +		var/turf/victim_turf = get_turf(victim)
  +		if(!is_valid_z_level(victim_turf, sm_turf))
  +			continue
  +		victim.playsound_local(victim_turf, 'sound/magic/charge.ogg')
  +		if(victim.z == 0) //victim is inside an object, this is to maintain an old bug turned feature with lockers n shit i guess. tg issue #69687
   			to_chat(victim, span_boldannounce("You hold onto \the [victim.loc] as hard as you can, as reality distorts around you. You feel safe."))
   			continue
   		to_chat(victim, span_boldannounce("You feel reality distort for a moment..."))
  
positive.code: 	for (var/mob/living/victim in range(20, sm))
  		if(!is_valid_z_level(get_turf(victim), sm_turf))
  			continue
  		SSradiation.irradiate(victim)
  	return TRUE
  
  
negative.code: 	var/turf/sm_turf = get_turf(sm)
  	for(var/mob/living/victim as anything in GLOB.alive_mob_list)
  		if(!istype(victim) || !is_valid_z_level(get_turf(victim), sm_turf))
  			continue
  		if(victim.z == 0)
  			continue
  		if(ishuman(victim))
  			//Hilariously enough, running into a closet should make you get hit the hardest.
  