anchor.diff:  	///How much hallucination should we produce per unit of power?
   	var/hallucination_power = 0.1
   
  +	///Pressure bonus constants
  +	///If the SM is operating in sufficiently low pressure, increase power output.
  +	///This needs both a small amount of gas and a strong cooling system to keep temperature low in a low heat capacity environment.
  +
  +	///These constants are used to derive the values in the pressure bonus equation from human-meaningful values
  +	///If you're varediting these, call update_constants() to update the derived values
  +
  +	///What is the maximum multiplier reachable from having low pressure?
  +	var/pressure_bonus_max_multiplier = 0.5
  +	///At what environmental pressure, in kPa, should we start giving a pressure bonus?
  +	var/pressure_bonus_max_pressure = 100
  +	///How steeply angled is the pressure bonus curve? Higher values means more of the bonus is available at higher pressures.
  +	///Note that very low values can keep the bonus very close to 1 until it's nearly a vaccuum. Higher values can introduce diminishing returns on lower pressure.
  +	var/pressure_bonus_curve_angle = 1.8
  +
  +	///These values are calculated from the above in update_constants() and immediately overwritten
  +	///The default values will always result in a no-op 1x modifier, in case something breaks.
  +	var/pressure_bonus_derived_constant = 1
  +	var/pressure_bonus_derived_steepness = 0
  +
  +
   	///Our internal radio
   	var/obj/item/radio/radio
   	///The key our internal radio uses
  
positive.code: 			//(1 + (tritRad + pluoxDampen * bzDampen * o2Rad * plasmaRad / (10 - bzrads))) * freonbonus
  			playsound(src, 'sound/weapons/emitter2.ogg', 70, TRUE)
  			var/power_multiplier = max(0, (1 + (power_transmission_bonus / (10 - (gas_comp[/datum/gas/bz] * BZ_RADIOACTIVITY_MODIFIER)))) * freonbonus)// RadModBZ(500%)
  			var/pressure_multiplier = max((1 / ((env_pressure ** 1.5) + 5.5) * 0.01) + 0.8, 1)
  			var/co2_power_increase = max(gas_comp[/datum/gas/carbon_dioxide] * 2, 1)
  			supermatter_zap(
  				zapstart = src,
  
negative.code: 	if (!moveable)
  		move_resist = MOVE_FORCE_OVERPOWERING // Avoid being moved by statues or other memes
  
  	update_constants()
  
  /obj/machinery/power/supermatter_crystal/Destroy()
  	investigate_log("has been destroyed.", INVESTIGATE_SUPERMATTER)
  	SSair.stop_processing_machine(src)
  