anchor.diff:  	for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
   		reactants += G.reagents
   
  -	if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale))
  +	if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale) && !no_splash)
   		playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
  +		if(beakers.len)
  +			for(var/obj/O in beakers)
  +				O.loc = get_turf(src)
  +			beakers = list()
  +		stage_change(EMPTY)
   		return
   
   	if(nadeassembly)
  
positive.code: 				G.reagents.trans_to(S, G.reagents.total_volume)
  
  			//If there is still a core (sometimes it's used up)
  			//and there are reagents left, behave normally
  
  			if(S && S.reagents && S.reagents.total_volume)
  				S.reagents.trans_to(src,S.reagents.total_volume)
  			return
  	..()
  
  	//I tried to just put it in the allowed_containers list but
  
negative.code: 	var/assemblyattacher
  	var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off.
  	var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy.
  	var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions.
  
  /obj/item/weapon/grenade/chem_grenade/New()
  	create_reagents(1000)
  