anchor.diff:  		else
   			zap_str = target.zap_act(zap_str, zap_flags)
   		//This gotdamn variable is a boomer and keeps giving me problems
  -		var/turf/T = get_turf(target)
  +		var/turf/target_turf = get_turf(target)
   		var/pressure = 1
  -		if(T?.return_air())
  -			pressure = max(1,T.return_air().return_pressure())
  +		if(target_turf?.return_air())
  +			pressure = max(1,target_turf.return_air().return_pressure())
   		//We get our range with the strength of the zap and the pressure, the higher the former and the lower the latter the better
   		var/new_range = clamp(zap_str / pressure * 10, 2, 7)
   		var/zap_count = 1
  
positive.code: 				which_hand = BODY_ZONE_R_ARM
  			var/obj/item/bodypart/dust_arm = user.get_bodypart(which_hand)
  			dust_arm.dismember()
  			user.visible_message("<span class='danger'>The [W] flashes out of existence on contact with \the [src], resonating with a horrible sound...</span>",\
  				"<span class='danger'>Oops! The [W] flashes out of existence on contact with \the [src], taking your arm with it! That was clumsy of you!</span>")
  			playsound(src, 'sound/effects/supermatter.ogg', 150, TRUE)
  			Consume(dust_arm)
  			qdel(W)
  			return
  		if(cig.lit || user.combat_mode)
  			user.visible_message("<span class='danger'>A hideous sound echoes as [W] is ashed out on contact with \the [src]. That didn't seem like a good idea...</span>")
  			playsound(src, 'sound/effects/supermatter.ogg', 150, TRUE)
  			Consume(W)
  			radiation_pulse(src, 150, 4)
  			return ..()
  		else
  			cig.light()
  			user.visible_message("<span class='danger'>As [user] lights \their [W] on \the [src], silence fills the room...</span>",\
  				"<span class='danger'>Time seems to slow to a crawl as you touch \the [src] with \the [W].</span>\n<span class='notice'>\The [W] flashes alight with an eerie energy as you nonchalantly lift your hand away from \the [src]. Damn.</span>")
  			playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
  			radiation_pulse(src, 50, 3)
  			return
  	if(istype(W, /obj/item/scalpel/supermatter))
  		var/obj/item/scalpel/supermatter/scalpel = W
  		to_chat(user, "<span class='notice'>You carefully begin to scrape \the [src] with \the [W]...</span>")
  		if(W.use_tool(src, user, 60, volume=100))
  			if (scalpel.usesLeft)
  				to_chat(user, "<span class='danger'>You extract a sliver from \the [src]. \The [src] begins to react violently!</span>")
  				new /obj/item/nuke_core/supermatter_sliver(drop_location())
  				matter_power += 800
  				scalpel.usesLeft--
  				if (!scalpel.usesLeft)
  					to_chat(user, "<span class='notice'>A tiny piece of \the [W] falls off, rendering it useless!</span>")
  			else
  				to_chat(user, "<span class='warning'>You fail to extract a sliver from \The [src]! \the [W] isn't sharp enough anymore.</span>")
  	else if(user.dropItemToGround(W))
  		user.visible_message("<span class='danger'>As [user] touches \the [src] with \a [W], silence fills the room...</span>",\
  			"<span class='userdanger'>You touch \the [src] with \the [W], and everything suddenly goes silent.</span>\n<span class='notice'>\The [W] flashes into dust as you flinch away from \the [src].</span>",\
  			"<span class='hear'>Everything suddenly goes silent.</span>")
  		investigate_log("has been attacked ([W]) by [key_name(user)]", INVESTIGATE_SUPERMATTER)
  		Consume(W)
  		playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
  
  		radiation_pulse(src, 150, 4)
  
  	else if(Adjacent(user)) //if the item is stuck to the person, kill the person too instead of eating just the item.
  		var/vis_msg = "<span class='danger'>[user] reaches out and touches [src] with [W], inducing a resonance... [W] starts to glow briefly before the light continues up to [user]'s body. [user.p_they(TRUE)] bursts into flames before flashing into dust!</span>"
  		var/mob_msg = "<span class='userdanger'>You reach out and touch [src] with [W]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>"
  		dust_mob(user, vis_msg, mob_msg)
  
  /obj/machinery/power/supermatter_crystal/wrench_act(mob/user, obj/item/tool)
  
negative.code: 			var/obj/vehicle/ridden/bicycle/bike = test
  			if(!(bike.obj_flags & BEING_SHOCKED) && bike.can_buckle)//God's not on our side cause he hates idiots.
  				if(target_type != BIKE)
  					arc_targets = list()
  				arc_targets += test
  				target_type = BIKE
  
  		if(target_type > COIL)
  