anchor.diff:  	playsound(src, 'sound/weapons/armbomb.ogg', volume, 1)
   	active = TRUE
   	icon_state = initial(icon_state) + "_active"
  ->>>>>>> 695fa5f... You can now hide grenades in plushies (#31986)
   	addtimer(CALLBACK(src, .proc/prime), isnull(delayoverride)? det_time : delayoverride)
  -
  -/obj/item/grenade/proc/prime()
  -
  -/obj/item/grenade/proc/update_mob()
  -	if(ismob(loc))
  -		var/mob/M = loc
  -		M.dropItemToGround(src)
  -
  -
  -/obj/item/grenade/attackby(obj/item/W, mob/user, params)
  -	if(istype(W, /obj/item/screwdriver))
  -		switch(det_time)
  -			if ("1")
  -				det_time = 10
  -				to_chat(user, "<span class='notice'>You set the [name] for 1 second detonation time.</span>")
  -			if ("10")
  -				det_time = 30
  -				to_chat(user, "<span class='notice'>You set the [name] for 3 second detonation time.</span>")
  -			if ("30")
  -				det_time = 50
  -				to_chat(user, "<span class='notice'>You set the [name] for 5 second detonation time.</span>")
  -			if ("50")
  -				det_time = 1
  -				to_chat(user, "<span class='notice'>You set the [name] for instant detonation.</span>")
  -		add_fingerprint(user)
  -	else
  -		return ..()
  -
  -/obj/item/grenade/attack_hand()
  -	walk(src, null, null)
  -	..()
  -
  -/obj/item/grenade/attack_paw(mob/user)
  -	return attack_hand(user)
  -
  -/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
  -	var/obj/item/projectile/P = hitby
  -	if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
  -		owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
  -		prime()
  +
  +/obj/item/grenade/proc/prime()
  +
  +/obj/item/grenade/proc/update_mob()
  +	if(ismob(loc))
  +		var/mob/M = loc
  +		M.dropItemToGround(src)
  +
  +
  +/obj/item/grenade/attackby(obj/item/W, mob/user, params)
  +	if(istype(W, /obj/item/screwdriver))
  +		switch(det_time)
  +			if ("1")
  +				det_time = 10
  +				to_chat(user, "<span class='notice'>You set the [name] for 1 second detonation time.</span>")
  +			if ("10")
  +				det_time = 30
  +				to_chat(user, "<span class='notice'>You set the [name] for 3 second detonation time.</span>")
  +			if ("30")
  +				det_time = 50
  +				to_chat(user, "<span class='notice'>You set the [name] for 5 second detonation time.</span>")
  +			if ("50")
  +				det_time = 1
  +				to_chat(user, "<span class='notice'>You set the [name] for instant detonation.</span>")
  +		add_fingerprint(user)
  +	else
  +		return ..()
  +
  +/obj/item/grenade/attack_hand()
  +	walk(src, null, null)
  +	..()
  +
  +/obj/item/grenade/attack_paw(mob/user)
  +	return attack_hand(user)
  +
  +/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
  +	var/obj/item/projectile/P = hitby
  +	if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
  +		owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
  +		prime()
   		return TRUE //It hit the grenade, not them
  
positive.code: /obj/item/grenade
  	name = "grenade"
  	desc = "It has an adjustable timer."
  	w_class = WEIGHT_CLASS_SMALL
  	icon = 'icons/obj/grenade.dmi'
  	icon_state = "grenade"
  	item_state = "flashbang"
  	lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
  	righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
  	throw_speed = 3
  	throw_range = 7
  	flags_1 = CONDUCT_1
  	slot_flags = SLOT_BELT
  	resistance_flags = FLAMMABLE
  	max_integrity = 40
  	var/active = 0
  	var/det_time = 50
  	var/display_timer = 1
  
  /obj/item/grenade/deconstruct(disassembled = TRUE)
  	if(!disassembled)
  		prime()
  	if(!QDELETED(src))
  		qdel(src)
  
  /obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
  	if(user.disabilities & CLUMSY && prob(50))
  		to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
  		preprime(user, 5, FALSE)
  		return FALSE
  	return TRUE
  
  
  /obj/item/grenade/examine(mob/user)
  	..()
  	if(display_timer)
  		if(det_time > 1)
  			to_chat(user, "The timer is set to [det_time/10] second\s.")
  		else
  			to_chat(user, "\The [src] is set for instant detonation.")
  
  
  /obj/item/grenade/attack_self(mob/user)
  	if(!active)
  		if(clown_check(user))
  			preprime(user)
  
  /obj/item/grenade/proc/log_grenade(mob/user, turf/T)
  	var/area/A = get_area(T)
  	var/message = "[ADMIN_LOOKUPFLW(user)]) has primed \a [src] for detonation at [ADMIN_COORDJMP(T)]"
  
negative.code: 
  /obj/item/grenade/proc/preprime(mob/user, delayoverride, msg = TRUE, volume = 60)
  	var/turf/T = get_turf(src)
  	log_grenade(user, T) //Inbuilt admin procs already handle null users
  	if(user)
  		add_fingerprint(user)
  