anchor.diff: -/// How much to scale the light range of the explosion for blastcannon shots.
  -#define BLASTCANNON_LIGHT_RANGE_SCALE (1/20)
  -/// How much to scale the heavy range of the explosion for blastcannon shots.
  -#define BLASTCANNON_HEAVY_RANGE_SCALE (1/10)
  -/// How much to scale the devastation range of the explosion for blastcannon shots.
  -#define BLASTCANNON_DEV_RANGE_SCALE (1/5)
   /// How much to scale the explosion ranges for blastcannon shots.
   #define BLASTCANNON_RANGE_EXP (1 / GLOB.DYN_EX_SCALE)
  +/// How much to scale the explosion ranges for blastcannon shots.
  +#define BLASTCANNON_RANGE_SCALE PI
   
   
   /**
  
positive.code: /obj/projectile/blastwave/ex_act()
  	return FALSE
  
  #undef BLASTCANNON_LIGHT_RANGE_SCALE
  #undef BLASTCANNON_HEAVY_RANGE_SCALE
  #undef BLASTCANNON_DEV_RANGE_SCALE
  #undef BLASTCANNON_RANGE_EXP
  
negative.code: 	var/medium_ex_range = 0
  	/// The maximum distance this will inflict [EXPLODE_LIGHT]
  	var/light_ex_range = 0
  	/// Whether or not to care about the explosion block of the things we are passing through.
  	var/reactionary
  
  /obj/projectile/blastwave/Initialize(mapload, heavy_ex_range, medium_ex_range, light_ex_range, reactionary = CONFIG_GET(flag/reactionary_explosions))
  	range = max(heavy_ex_range, medium_ex_range, light_ex_range, 0)
  	src.heavy_ex_range = heavy_ex_range
  	src.medium_ex_range = medium_ex_range
  	src.light_ex_range = light_ex_range
  	src.reactionary = reactionary
  	return ..()
  
  /obj/projectile/blastwave/Range()
  