anchor.diff:  	var/common_channel = null
   
   	//for logging
  -	var/has_been_powered = 0
  -	var/has_reached_emergency = 0
  +	var/has_been_powered = FALSE
  +	var/has_reached_emergency = FALSE
   
   	// For making hugbox supermatter
  -	var/takes_damage = 1
  -	var/produces_gas = 1
  +	var/takes_damage = TRUE
  +	var/produces_gas = TRUE
   	var/obj/effect/countdown/supermatter/countdown
   
   /obj/machinery/power/supermatter_shard/make_frozen_visual()
  
positive.code: /obj/machinery/power/supermatter_shard/bullet_act(obj/item/projectile/Proj)
  	var/turf/L = loc
  	if(!istype(L))		// We don't run process() when we are in space
  		return 0	// This stops people from being able to really power up the supermatter
  				// Then bring it inside to explode instantly upon landing on a valid turf.
  	if(!istype(Proj.firer, /obj/machinery/power/emitter))
  		investigate_log("has been hit by [Proj] fired by [Proj.firer]", "supermatter")
  
negative.code: 	if(!istype(W) || (W.flags & ABSTRACT) || !istype(user))
  		return
  	if(user.drop_item(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='italics'>Everything suddenly goes silent.</span>")
  		investigate_log("has been attacked ([W]) by [user]", "supermatter")
  		Consume(W)
  		playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
  
  		radiation_pulse(get_turf(src), 1, 1, 150, 1)
  