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: 	name = "C4"
  	desc = "Used to put holes in specific areas without too much extra hole. A saboteur's favorite."
  
  /obj/item/weapon/grenade/plastic/c4/prime()
  	var/turf/location
  	if(target)
  		if(!QDELETED(target))
  			location = get_turf(target)
  			target.cut_overlay(image_overlay, TRUE)
  	else
  		location = get_turf(src)
  	if(location)
  		location.ex_act(2, target)
  		explosion(location,0,0,3)
  	if(istype(target, /mob))
  		var/mob/M = target
  		M.gib()
  	qdel(src)
  
  // X4 is an upgraded directional variant of c4 which is relatively safe to be standing next to. And much less safe to be standing on the other side of.
  // C4 is intended to be used for infiltration, and destroying tech. X4 is intended to be used for heavy breaching and tight spaces.
  // Intended to replace C4 for nukeops, and to be a randomdrop in surplus/random traitor purchases.
  
negative.code: 		return
  	..()
  
  /obj/item/weapon/grenade/plastic/prime()
  	var/turf/location
  	if(target)
  		if(!QDELETED(target))
  			location = get_turf(target)
  			target.cut_overlay(image_overlay, TRUE)
  	else
  		location = get_turf(src)
  	if(location)
  		if(directional && target && target.density)
  			var/turf/T = get_step(location, aim_dir)
  			explosion(get_step(T, aim_dir), boom_sizes[1], boom_sizes[2], boom_sizes[3])
  		else
  			explosion(location, boom_sizes[1], boom_sizes[2], boom_sizes[3])
  		location.ex_act(2, target)
  	if(istype(target, /mob))
  		var/mob/M = target
  		M.gib()
  	qdel(src)
  
  //assembly stuff
  /obj/item/weapon/grenade/plastic/receive_signal()
  	prime()
  