anchor.diff:  	for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
   		var/rads = (power / 10) * sqrt( 1 / max(get_dist(l, src),1) )
   		l.rad_act(rads)
  +
  +	power -= ((power/500)**3) * powerloss_inhibitor
   
   	if(power > POWER_PENALTY_THRESHOLD || damage > damage_penalty_point)
   
  
positive.code: 					L.rad_act(rads)
  
  			explode()
  
  
  	power -= ((power/500)**3) * powerloss_inhibitor
  
  	return 1
  
  /obj/machinery/power/supermatter_shard/bullet_act(obj/item/projectile/Proj)
  	var/turf/L = loc
  	if(!istype(L) || isspaceturf(L))		// We don't run process() when we are in space
  		return FALSE	// 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]", INVESTIGATE_SUPERMATTER)
  	if(Proj.flag != "bullet")
  
negative.code: 		if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(2) || prob(0.3) && power > POWER_PENALTY_THRESHOLD)
  			supermatter_anomaly_gen(src, PYRO_ANOMALY, rand(5, 10))
  
  	if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
  		if((REALTIMEOFDAY - lastwarning) / 10 >= WARNING_DELAY)
  			alarm()
  