anchor.diff:  			var/obj/machinery/doppler_array/Array = doppler_arrays[i]
   			if(Array)
   				Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
  -
  -		sleep(8)
  -
  -		lighting.enable()
   
   	return 1
   
  
positive.code: 							far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
  							M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
  
  
  		//Pause the lighting updates for a bit
  		var/datum/controller/process/lighting = processScheduler.getProcess("lighting")
  		lighting.disable()
  
  		if(heavy_impact_range > 1)
  			var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
  
negative.code: 							var/throw_range = round((throw_dist + 1) * throw_mult) // Roughly 50% to 100% of throw_dist
  							if(throw_range > 0)
  								var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
  								I.throw_at(throw_at, throw_range, 2, no_spin = 1) //Throw it at 2 speed, this is purely visual anyway; don't spin the thrown items, it's very costly.
  
  		var/took = (world.timeofday-start)/10
  		//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes  to explosion code using this please so we can compare
  