anchor.diff:  				if(dist > 0)
   					T.ex_act(dist)
   
  +			if(!ignorecap)
   			//--- THROW ITEMS AND PEOPLE AROUND ---
  -
  -			var/throw_dir = get_dir(epicenter,T)
  -			for(var/atom/A in T)
  -				spawn(0) //Simultaneously not one at a time
  -					if(istype(A, /obj/item))
  -						var/obj/item/I = A
  -						if(!I.anchored)
  -							var/throw_range = rand(throw_dist, max_range)
  -							var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
  -							I.throw_at(throw_at, throw_range,1)
  -					if(istype(A, /mob/living))
  -						var/mob/living/C = A
  -						if(!C.anchored) //Not sure but you may or may not be thrown around even when buckled.
  -							var/throw_range = rand(throw_dist, max_range)
  -							var/turf/throw_at = get_ranged_target_turf(C, throw_dir, throw_range)
  -							C.throw_at(throw_at, throw_range,1)
  -							C << "\red The explosions force throws you back!"
  +				var/throw_dir = get_dir(epicenter,T)
  +				for(var/atom/A in T)
  +					spawn(0) //Simultaneously not one at a time
  +						if(istype(A, /obj/item))
  +							var/obj/item/I = A
  +							if(!I.anchored)
  +								var/throw_range = rand(throw_dist, max_range)
  +								var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
  +								I.throw_at(throw_at, throw_range,1)
  +						if(istype(A, /mob/living))
  +							var/mob/living/C = A
  +							if(!C.anchored) //Not sure but you may or may not be thrown around even when buckled.
  +								var/throw_range = rand(throw_dist, max_range)
  +								var/turf/throw_at = get_ranged_target_turf(C, throw_dir, throw_range)
  +								C.throw_at(throw_at, throw_range,1)
  +								C << "\red The explosions force throws you back!"
   
   		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
  
positive.code: 		sleep(8)
  
  		if(!lighting_controller.processing)	lighting_controller.processing = lighting_controller_was_processing
  //		if(!powernet_rebuild_was_deferred_already)
  //			if(defer_powernet_rebuild != 2)
  //				defer_powernet_rebuild = 0
  
  	return 1
  
  
negative.code: 
  		var/lighting_controller_was_processing = lighting_controller.processing	//Pause the lighting updates for a bit
  		lighting_controller.processing = 0
  
  		if(heavy_impact_range > 1)
  			var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
  