anchor.diff:  		else
   			user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>", "<span class='danger'>You strike \the [src], causing a chain reaction.</span>")
   			log_game("[key_name(user)] has primed a [name] for detonation at [A][COORD(bombturf)]")
  -		det_timer = addtimer(CALLBACK(src, .proc/detonate, notify_admins), det_time)
  +		det_timer = addtimer(CALLBACK(src, .proc/detonate, notify_admins), det_time, TIMER_STOPPABLE)
   	
   /obj/item/weapon/twohanded/required/gibtonite/proc/detonate(notify_admins)
   	if(primed)
  -		if(quality == 3)
  -			explosion(src.loc,2,4,9,adminlog = notify_admins)
  -		else if(quality == 2)
  -			explosion(src.loc,1,2,5,adminlog = notify_admins)
  -		else if(quality == 1)
  -			explosion(src.loc,-1,1,3,adminlog = notify_admins)
  +		switch(quality)
  +			if(GIBTONITE_QUALITY_HIGH)
  +				explosion(src.loc,2,4,9,adminlog = notify_admins)
  +			if(GIBTONITE_QUALITY_MEDIUM)
  +				explosion(src.loc,1,2,5,adminlog = notify_admins)
  +			if(GIBTONITE_QUALITY_LOW)
  +				explosion(src.loc,0,1,3,adminlog = notify_admins)
   		qdel(src)
   
   /obj/item/weapon/ore/Initialize()
  
positive.code: /**********************Mineral ores**************************/
  
  /obj/item/weapon/ore
  
negative.code: 				deltimer(det_timer)
  			user.visible_message("The chain reaction was stopped! ...The ore's quality looks diminished.", "<span class='notice'>You stopped the chain reaction. ...The ore's quality looks diminished.</span>")
  			icon_state = "Gibtonite ore"
  			quality = GIBTONITE_QUALITY_LOW
  			return
  	..()
  
  