anchor.diff:  				if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density)
   					PoolOrNew(/obj/effect/hotspot, T) //Mostly for ambience!
   				if(dist > 0)
  -					spawn(0)
  -						T.ex_act(dist)
  +					T.ex_act(dist)
   
   			//--- THROW ITEMS AROUND ---
   
  
positive.code: 				var/turf/Trajectory = T
  				while(Trajectory != epicenter)
  					Trajectory = get_step_towards(Trajectory, epicenter)
  					if(Trajectory.density && Trajectory.explosion_block)
  						dist += Trajectory.explosion_block
  
  					for(var/obj/machinery/door/D in Trajectory)
  						if(D.density && D.explosion_block)
  							dist += D.explosion_block
  
  					for(var/obj/structure/window/W in Trajectory)
  						if(W.reinf && W.fulltile)
  							dist += W.explosion_block
  
  			var/flame_dist = 0
  			var/throw_dist = dist
  
negative.code: 		if(!epicenter) return
  
  		var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
  		var/list/cached_exp_block = list()
  
  		if(adminlog)
  			message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
  