anchor.diff:  				message_admins("[src] has been powered for the first time [ADMIN_JMP(src)].")
   				has_been_powered = TRUE
   	else if(takes_damage)
  -		damage += Proj.damage * bullet_energy
  +		matter_power += Proj.damage * bullet_energy
   	return BULLET_ACT_HIT
   
   /obj/machinery/power/supermatter_crystal/singularity_act()
  
positive.code: 				targets_hit = targets_hit.Copy() //Pass by ref begone
  			supermatter_zap(target, new_range, zap_str, zap_flags, targets_hit)
  
  /obj/overlay/psy
  	icon = 'icons/obj/supermatter.dmi'
  	icon_state = "psy"
  	layer = FLOAT_LAYER - 1
  
  /obj/overlay/psy/shard
  	icon_state = "psy_shard"
  #undef HALLUCINATION_RANGE
  #undef GRAVITATIONAL_ANOMALY
  #undef FLUX_ANOMALY
  
negative.code: 	explosion_power = 12
  	layer = ABOVE_MOB_LAYER
  	moveable = TRUE
  
  /obj/machinery/power/supermatter_crystal/shard/engine
  	name = "anchored supermatter shard"
  