anchor.diff:  	var/obj/item/tank/bombtank = null //the second part of the bomb is a plasma tank
   	origin_tech = "materials=1;engineering=1"
   
  +
   /obj/item/device/onetankbomb/examine(mob/user)
  -	..()
  -	user.examinate(bombtank)
  +	bombtank.examine(user)
   
   /obj/item/device/onetankbomb/update_icon()
   	if(bombtank)
  +		icon = bombtank.icon
   		icon_state = bombtank.icon_state
   	if(bombassembly)
   		add_overlay(bombassembly.icon_state)
  
positive.code: 
  		to_chat(user, "<span class='notice'>You disassemble [src].</span>")
  
  		bombassembly.forceMove(user.drop_location())
  		bombassembly.master = null
  		bombassembly = null
  
  		bombtank.forceMove(user.drop_location())
  		bombtank.master = null
  		bombtank = null
  
  
negative.code: 
  // ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
  
  //Bomb assembly proc. This turns assembly+tank into a bomb
  /obj/item/tank/proc/bomb_assemble(obj/item/device/assembly_holder/assembly, mob/living/user)
  	//Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
  	if(isigniter(assembly.a_left) == isigniter(assembly.a_right))
  		return
  
  	if((src in user.get_equipped_items()) && !user.canUnEquip(src))
  		to_chat(user, "<span class='warning'>[src] is stuck to you!</span>")
  		return
  
  	if(!user.canUnEquip(assembly))
  		to_chat(user, "<span class='warning'>[assembly] is stuck to your hand!</span>")
  		return
  
  	var/obj/item/device/onetankbomb/bomb = new
  	user.transferItemToLoc(src, bomb)
  	user.transferItemToLoc(assembly, bomb)
  
  	bomb.bombassembly = assembly	//Tell the bomb about its assembly part
  	assembly.master = bomb			//Tell the assembly about its new owner
  
  	bomb.bombtank = src	//Same for tank
  	master = bomb
  
  	forceMove(bomb)
  	bomb.update_icon()
  
  	user.put_in_hands(bomb)		//Equips the bomb if possible, or puts it on the floor.
  	to_chat(user, "<span class='notice'>You attach [assembly] to [src].</span>")
  	return
  
  /obj/item/tank/proc/ignite()	//This happens when a bomb is told to explode
  