anchor.diff:  
   /obj/item/weapon/grenade/flashbang/clusterbang/prime()
   	update_mob()
  +	var/turf/flashbang_turf = get_turf(src)
  +	if(!istype(flashbang_turf))
  +		world.log << "AAAAAAAAAAAAA"
  +		return
   	var/numspawned = rand(4,8)
   	var/again = 0
   	for(var/more = numspawned,more > 0,more--)
  
positive.code: 
  /obj/item/weapon/grenade/flashbang/clusterbang/segment/prime()
  	update_mob()
  	var/numspawned = rand(4,8)
  	for(var/more = numspawned,more > 0,more--)
  		if(prob(35))
  
negative.code: 
  	for(,numspawned > 0, numspawned--)
  		spawn(0)
  			new /obj/item/weapon/grenade/flashbang/cluster(flashbang_turf)
  			playsound(flashbang_turf, 'sound/weapons/armbomb.ogg', 75, 1, -3)
  	qdel(src)
  
  /obj/item/weapon/grenade/flashbang/cluster/New()//Same concept as the segments, so that all of the parts don't become reliant on the clusterbang
  