anchor.diff:  	return attack_hand(user, modifiers)
   
   /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/projectile/P = hitby
  -	if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
  +	var/obj/projectile/hit_projectile = hitby
  +	if(damage && attack_type == PROJECTILE_ATTACK && hit_projectile.damage_type != STAMINA && prob(15))
   		owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
  -		var/turf/T = get_turf(src)
  -		log_game("A projectile ([hitby]) detonated a grenade held by [key_name(owner)] at [COORD(T)]")
  -		message_admins("A projectile ([hitby]) detonated a grenade held by [key_name_admin(owner)] at [ADMIN_COORDJMP(T)]")
  +		var/turf/source_terf = get_turf(src)
  +		log_game("A projectile ([hitby]) detonated a grenade held by [key_name(owner)] at [COORD(source_terf)]")
  +		message_admins("A projectile ([hitby]) detonated a grenade held by [key_name_admin(owner)] at [ADMIN_COORDJMP(source_terf)]")
   		detonate()
   		return TRUE //It hit the grenade, not them
   
  
positive.code: 
  /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(active)
  		return ..()
  
  	if(W.tool_behaviour == TOOL_MULTITOOL)
  		var/newtime = text2num(stripped_input(user, "Please enter a new detonation time", name))
  		if (newtime != null && user.canUseTopic(src, BE_CLOSE))
  			if(change_det_time(newtime))
  
negative.code: 				if (round(newtime * 10) != det_time)
  					to_chat(user, "<span class='warning'>The new value is out of bounds. The lowest possible time is 3 seconds and highest is 5 seconds. Instant detonations are also possible.</span>")
  		return
  	else if(weapon.tool_behaviour == TOOL_SCREWDRIVER)
  		if(change_det_time())
  			to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
  
  