anchor.diff:  		user << "Timer set for [det_time] seconds."
   
   /obj/item/weapon/grenade/plastic/afterattack(atom/movable/AM, mob/user, flag)
  -	if (!flag)
  +	aim_dir = get_dir(user,AM)
  +	if(!flag)
   		return
  -	if (ismob(AM))
  +	if(ismob(AM))
   		return
   
   	user << "<span class='notice'>You start planting the [src]. The timer is set to [det_time]...</span>"
  
positive.code: 	var/image_overlay = null
  	var/obj/item/device/assembly_holder/nadeassembly = null
  	var/assemblyattacher
  
  /obj/item/weapon/grenade/plastic/New()
  	image_overlay = image('icons/obj/grenade.dmi', "[item_state]2")
  
negative.code: 			return
  		src.target = AM
  		forceMove(null)	//Yep
  
  		if(istype(AM, /obj/item)) //your crappy throwing star can't fly so good with a giant brick of c4 on it.
  			var/obj/item/I = AM
  			I.throw_speed = max(1, (I.throw_speed - 3))
  			I.throw_range = max(1, (I.throw_range - 3))
  			I.embed_chance = 0
  
  		message_admins("[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_COORDJMP(target)] with [det_time] second fuse",0,1)
  		log_game("[key_name(user)] planted [name] on [target.name] at [COORD(src)] with [det_time] second fuse")
  