anchor.diff:  		G.landminemode = null
   		return S
   
  -/datum/wires/explosive/c4
  +/datum/wires/explosive/c4 // Also includes X4
   	holder_type = /obj/item/grenade/c4
  -	randomize = TRUE
   
  -/datum/wires/explosive/c4/interactable(mob/user) //No need to unscrew wire panels on plastic explosives
  +/datum/wires/explosive/c4/interactable(mob/user) // No need to unscrew wire panels on plastic explosives
   	return TRUE
   
   /datum/wires/explosive/c4/explode()
  
positive.code: /datum/wires/explosive/chem_grenade
  	duds_number = 1
  	holder_type = /obj/item/grenade/chem_grenade
  	randomize = TRUE
  	var/fingerprint
  
  /datum/wires/explosive/chem_grenade/interactable(mob/user)
  
negative.code: /datum/wires/explosive
  	var/duds_number = 2 // All "dud" wires cause an explosion when cut or pulsed
  	randomize = TRUE // Prevents wires from showing up on blueprints
  
  /datum/wires/explosive/New(atom/holder)
  	add_duds(duds_number) // Duds also explode here.
  	..()
  
  /datum/wires/explosive/on_pulse(index)
  