anchor.diff:  	. = SSexplosions.explode(arglist(args))
   
   #define CREAK_DELAY 5 SECONDS //Time taken for the creak to play after explosion, if applicable.
  -#define DEVISTATION_PROB 30 //The probability modifier for devistation, maths!
  +#define DEVASTATION_PROB 30 //The probability modifier for devistation, maths!
   #define HEAVY_IMPACT_PROB 5 //ditto
   #define FAR_UPPER 60 //Upper limit for the far_volume, distance, clamped.
   #define FAR_LOWER 40 //lower limit for the far_volume, distance, clamped.
  
positive.code: 		var/on_station = SSmapping.level_trait(epicenter.z, ZTRAIT_STATION)
  		var/creaking_explosion = FALSE
  
  		if(prob(devastation_range*DEVISTATION_PROB+heavy_impact_range*HEAVY_IMPACT_PROB) && on_station) // Huge explosions are near guaranteed to make the station creak and whine, smaller ones might.
  			creaking_explosion = TRUE // prob over 100 always returns true
  
  		for(var/MN in GLOB.player_list)
  
negative.code: 	SEND_GLOBAL_SIGNAL(COMSIG_GLOB_EXPLOSION, epicenter, devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
  
  #undef CREAK_DELAY
  #undef DEVASTATION_PROB
  #undef HEAVY_IMPACT_PROB
  #undef FAR_UPPER
  #undef FAR_LOWER
  