anchor.diff:  		var/mob/living/carbon/C = user
   		if (!istype(C.glasses, /obj/item/clothing/glasses/meson) && (get_dist(user, src) < HALLUCINATION_RANGE(power)))
   			. += "<span class='danger'>You get headaches just from looking at it.</span>"
  -
  -#define CRITICAL_TEMPERATURE 10000
   
   /obj/machinery/power/supermatter_crystal/proc/get_status()
   	var/turf/T = get_turf(src)
  
positive.code: 			power = max(power + removed_matter, 0)
  			matter_power = max(matter_power - removed_matter, 0)
  
  		var/temp_factor = 50
  
  		if(gasmix_power_ratio > 0.8)
  			// with a perfect gas mix, make the power less based on heat
  			icon_state = "[base_icon_state]_glow"
  		else
  			// in normal mode, base the produced energy around the heat
  			temp_factor = 30
  			icon_state = base_icon_state
  
  		power = clamp( (removed.return_temperature() * temp_factor / T0C) * gasmix_power_ratio + power, 0, SUPERMATTER_MAXIMUM_ENERGY) //Total laser power plus an overload
  
  		if(prob(50))
  			//1 + (tritRad + pluoxDampen * bzDampen * o2Rad * plasmaRad / (10 - bzrads))
  			radiation_pulse(src, power * max(0, (1 + (power_transmission_bonus/(10-(bzcomp * BZ_RADIOACTIVITY_MODIFIER))))))// RadModBZ(500%)
  		if(bzcomp >= 0.4 && prob(50 * bzcomp))
  			src.fire_nuclear_particle()	// Start to emit radballs at a maximum of 50% chance per tick
  			rps = round((bzmol/150), 1) // Cause more radballs to be spawned
  			for(var/i = 1 to rps)
  				if(prob(80))
  					src.fire_nuclear_particle()		// Spawn more radballs at 90% chance each
  
  		var/device_energy = power * REACTION_POWER_MODIFIER
  
  
negative.code: 
  /obj/machinery/power/supermatter_crystal/shard/hugbox/fakecrystal //Hugbox shard with crystal visuals, used in the Supermatter/Hyperfractal shuttle
  	name = "supermatter crystal"
  	icon_state = "darkmatter"
  
  /obj/machinery/power/supermatter_crystal/proc/supermatter_pull(turf/center, pull_range = 10)
  