anchor.diff:  	if(!istype(L)) 	//We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
   		return  //Yeah just stop.
   
  -	if(istype(L, /turf/space))	// Stop processing this stuff if we've been ejected.
  -		return
  -
  -	//Ok, get the air from the turf
  -	var/datum/gas_mixture/env = L.return_air()
  -
  -	//Remove gas from surrounding area
  -	var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
  -
  -	if(!removed || !removed.total_moles)
  -		damage += max((power-1600)/10, 0)
  -		power = min(power, 1600)
  -		return 1
  -
  -	damage_archived = damage
  -	damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
   
   	if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
  +
  +		shift_light(5, warning_color)
   		if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
   			var/stability = num2text(round((damage / explosion_point) * 100))
   
   			if(damage > emergency_point)
  -
  +				shift_light(7, emergency_color)
   				radio.autosay(addtext(emergency_alert, " Instability: ",stability,"%"), "Supermatter Monitor")
   				lastwarning = world.timeofday
   
  
positive.code: 	var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
  	var/explosion_point = 1000
  
  	var/emergency_issued = 0
  
  	var/explosion_power = 8
  
negative.code: 		var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
  		l.apply_effect(rads, IRRADIATE)
  
  /obj/machinery/power/supermatter/proc/supermatter_pull()
  
  	//following is adapted from singulo code
  	if(defer_powernet_rebuild != 2)
  		defer_powernet_rebuild = 1
  	// Let's just make this one loop.
  	for(var/atom/X in orange(pull_radius,src))
  		// Movable atoms only
  		if(istype(X, /atom/movable))
  			if(is_type_in_list(X, uneatable))	continue
  			if(((X) && (!istype(X,/mob/living/carbon/human))))
  				step_towards(X,src)
  				if(!X:anchored) //unanchored objects pulled twice as fast
  					step_towards(X,src)
  				if(istype(X, /obj/structure/window)) //shatter windows
  					X.ex_act(2.0)
  			else if(istype(X,/mob/living/carbon/human))
  				var/mob/living/carbon/human/H = X
  				if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
  					var/obj/item/clothing/shoes/magboots/M = H.shoes
  					if(M.magpulse)
  						step_towards(H,src) //step just once with magboots
  						continue
  				step_towards(H,src) //step twice
  				step_towards(H,src)
  
  	if(defer_powernet_rebuild != 2)
  		defer_powernet_rebuild = 0
  	return
  
  
  /obj/machinery/power/supermatter/GotoAirflowDest(n) //Supermatter not pushed around by airflow
  	return
  
  /obj/machinery/power/supermatter/RepelAirflowDest(n)
  	return