anchor.diff:  			user << "<span class='notice'>[target] is full.</span>"
   			return
   
  -		if(istype(target, /obj/item/weapon/reagent_containers/spray))
  +		if(istype(target, /obj/item/weapon/reagent_containers))
   			var/obj/item/weapon/reagent_containers/RC = target
   			for(var/bad_reg in RC.banned_reagents)
   				if(reagents.has_reagent(bad_reg, 1)) //Message is a bit "Game-y" but I can't think up a better one.
  
positive.code: // 				usr << "\blue [R.volume] units of [R.name]"
  // 		else
  // 			usr << "\blue Nothing."
  
  /obj/item/weapon/reagent_containers/glass/afterattack(obj/target, mob/user, proximity)
  	if(!proximity) return // not adjacent
  	for(var/type in can_be_placed_into)
  		if(istype(target, type))
  
negative.code: 		target.visible_message("<span class='danger'>[user] has splashed [target] with something!</span>", \
  						"<span class='userdanger'>[user] has splashed [target] with something!</span>")
  		if(reagents)
  			reagents.present_machines[1] = M.bodytemperature
  			for(var/datum/reagent/A in reagents.reagent_list)
  				R += A.id + " ("
  				R += num2text(A.volume) + "),"
  