anchor.diff:  			var/obj/machinery/machine = test
   			if(!(machine.obj_flags & BEING_SHOCKED) && prob(40))
   				if(target_type != MACHINERY)
  -					arctargets = list()
  -				arctargets += test
  +					arc_targets = list()
  +				arc_targets += test
   				target_type = MACHINERY
   
   		if(target_type > OBJECT)
  
positive.code: 			var/mob/living/alive = test
  			if(!(HAS_TRAIT(alive, TRAIT_TESLA_SHOCKIMMUNE)) && !(alive.flags_1 & SHOCKED_1) && alive.stat != DEAD && prob(20))//let's not hit all the engineers with every beam and/or segment of the arc
  				if(target_type != LIVING)
  					arctargets = list()
  				arctargets += test
  				target_type = LIVING
  
  		if(target_type > MACHINERY)
  
negative.code: 	explode()
  
  /obj/machinery/power/supermatter_crystal/proc/explode()
  	for(var/mob/living/victim as anything in GLOB.alive_mob_list)
  		if(!istype(victim) || victim.z != z)
  			continue
  		if(ishuman(victim))
  			//Hilariously enough, running into a closet should make you get hit the hardest.
  			var/mob/living/carbon/human/human = victim
  			human.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(victim, src) + 1)) ) )
  		var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(victim, src) + 1) )
  		victim.rad_act(rads)
  
  	var/turf/local_turf = get_turf(src)
  	for(var/mob/victim as anything in GLOB.player_list)
  		var/turf/mob_turf = get_turf(victim)
  		if(local_turf.z != mob_turf.z)
  			continue
  		SEND_SOUND(victim, 'sound/magic/charge.ogg')
  
  		if (victim.z != z)
  			to_chat(victim, "<span class='boldannounce'>You hold onto \the [victim.loc] as hard as you can, as reality distorts around you. You feel safe.</span>")
  			continue
  		to_chat(victim, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
  		SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "delam", /datum/mood_event/delam)
  
  
  	if(combined_gas > MOLE_PENALTY_THRESHOLD)
  		investigate_log("has collapsed into a singularity.", INVESTIGATE_SUPERMATTER)
  		if(local_turf) //If something fucks up we blow anyhow. This fix is 4 years old and none ever said why it's here. help.
  			var/obj/singularity/created_singularity = new(local_turf)
  			created_singularity.energy = 800
  			created_singularity.consume(src)
  			return //No boom for me sir
  	if(power > POWER_PENALTY_THRESHOLD)
  		investigate_log("has spawned additional energy balls.", INVESTIGATE_SUPERMATTER)
  		if(local_turf)
  			var/obj/energy_ball/created_tesla = new(local_turf)
  			created_tesla.energy = 200 //Gets us about 9 balls
  	//Dear mappers, balance the sm max explosion radius to 17.5, 37, 39, 41
  	explosion(origin = src,
  		devastation_range = explosion_power * max(gasmix_power_ratio, 0.205) * 0.5,
  		heavy_impact_range = explosion_power * max(gasmix_power_ratio, 0.205) + 2,
  		light_impact_range = explosion_power * max(gasmix_power_ratio, 0.205) + 4,
  		flash_range = explosion_power * max(gasmix_power_ratio, 0.205) + 6,
  		adminlog = TRUE,
  		ignorecap = TRUE
  	)
  	qdel(src)
  
  
  