anchor.diff:  	desc = "A dispenser of low-potency virus mutagenic."
   	icon_state = "virus_food"
   	anchored = 1
  -	reagent_id = "virusfood"
  +	reagent_id = "virusfood"
positive.code: 		log_game("[key_name(Proj.firer)] triggered a fueltank explosion via projectile.")
  		boom()
  
  /obj/structure/reagent_dispensers/fueltank/proc/boom()
  	explosion(get_turf(src), 0, 1, 5, flame_range = 5)
  	qdel(src)
  
  
negative.code: 		user << "<span class='danger'>It's empty.</span>"
  
  
  /obj/structure/reagent_dispensers/proc/boom()
  	qdel(src)
  
  /obj/structure/reagent_dispensers/watertank
  	name = "water tank"
  	desc = "A water tank."
  	icon_state = "water"
  
  /obj/structure/reagent_dispensers/waterank/bullet_act(obj/item/projectile/Proj)
  	..()
  	if(tank_volume && istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
  		boom()
  
  /obj/structure/reagent_dispensers/watertank/boom()
  	playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
  	PoolOrNew(/obj/effect/particle_effect/water, loc)
  	for(var/turf/open/T in view(5,loc))
  		T.MakeSlippery(min_wet_time = 20, wet_time_to_add = 15)
  		for(var/mob/living/L in T)
  			L.adjust_fire_stacks(-20)
  	qdel(src)
  
  /obj/structure/reagent_dispensers/watertank/blob_act(obj/effect/blob/B)
  	if(prob(50))
  		PoolOrNew(/obj/effect/particle_effect/water, loc)
  		qdel(src)
  
  /obj/structure/reagent_dispensers/watertank/high
  	name = "high-capacity water tank"
  	desc = "A highly-pressurized water tank made to hold gargantuan amounts of water.."
  	icon_state = "water_high" //I was gonna clean my room...
  	tank_volume = 100000
  
  /obj/structure/reagent_dispensers/fueltank
  	name = "fuel tank"
  