anchor.diff:  			return
   		else
   			if(I.reagents.total_volume)
  -				user << "<span class='notice'>You add [I] to the assembly.</span>"
  +				user << "<span class='notice'>You add [I] to the " + initial(name) +" assembly.</span>"
   				user.drop_item()
   				I.loc = src
   				beakers += I
  
positive.code: 		assemblyattacher = user.ckey
  
  		stage = WIRED
  		icon_state = initial(icon_state) + "_ass"
  		user << "<span class='notice'>You add [A] to [src]!</span>"
  
  	else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
  		var/obj/item/stack/cable_coil/C = I
  		C.use(1)
  
  		stage = WIRED
  		icon_state = initial(icon_state) + "_ass"
  		user << "<span class='notice'>You rig [src].</span>"
  
  	else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
  		user << "<span class='notice'>You unlock the assembly.</span>"
  		icon_state = initial(icon_state) + "_ass"
  		stage = WIRED
  
  	else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
  		user << "<span class='notice'>You open the grenade and remove the contents.</span>"
  		icon_state = initial(icon_state)
  		stage = EMPTY
  		if(nadeassembly)
  			nadeassembly.loc = get_turf(src)
  			nadeassembly.master = null
  			nadeassembly = null
  		if(beakers.len)
  			for(var/obj/O in beakers)
  				O.loc = get_turf(src)
  			beakers = list()
  
  
  
  
negative.code: #define READY 2
  
  /obj/item/weapon/grenade/chem_grenade
  	name = "grenade"
  	desc = "A do it yourself grenade casing!"
  	icon_state = "chemg"
  	item_state = "flashbang"
  