anchor.diff:  	///Boolean used for logging if we've passed the emergency point
   	var/has_reached_emergency = FALSE
   
  -	// For making hugbox supermatters
  -	///Disables all methods of taking damage
  -	var/takes_damage = TRUE
  -	///Disables the production of gas, and pretty much any handling of it we do.
  -	var/produces_gas = TRUE
   	///An effect we show to admins and ghosts the percentage of delam we're at
   	var/obj/effect/countdown/supermatter/countdown
   
  
positive.code: 	var/psy_overlay = FALSE
  	///A pinkish overlay used to denote the presance of a psycologist. We fade in and out of this depending on the amount of time they've spent near the crystal
  	var/obj/overlay/psy/psyOverlay = /obj/overlay/psy
  
  /obj/machinery/power/supermatter_crystal/Initialize()
  	. = ..()
  
negative.code: 	var/turf/L = loc
  	if(!istype(L))
  		return FALSE
  	if(!istype(Proj.firer, /obj/machinery/power/emitter) && power_changes)
  		investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", INVESTIGATE_SUPERMATTER)
  	if(Proj.flag != "bullet")
  		if(power_changes) //This needs to be here I swear
  			power += Proj.damage * bullet_energy
  			if(!has_been_powered)
  				investigate_log("has been powered for the first time.", INVESTIGATE_SUPERMATTER)
  				message_admins("[src] has been powered for the first time [ADMIN_JMP(src)].")
  				has_been_powered = TRUE
  	else if(takes_damage)
  		damage += Proj.damage * bullet_energy
  	return BULLET_ACT_HIT
  