anchor.diff: -<<<<<<< HEAD
  -/obj/item/grenade/flashbang
  -	name = "flashbang"
  -	icon_state = "flashbang"
  -	item_state = "flashbang"
  -	lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
  -	righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
  -	origin_tech = "materials=2;combat=3"
  -
  -/obj/item/grenade/flashbang/prime()
  -	update_mob()
  -	var/flashbang_turf = get_turf(src)
  -	if(!flashbang_turf)
  -		return
  -	for(var/mob/living/M in get_hearers_in_view(7, flashbang_turf))
  -		bang(get_turf(M), M)
  -
  -	for(var/obj/structure/blob/B in get_hear(8,flashbang_turf))     		//Blob damage here
  -		var/distance = get_dist(B, get_turf(src))
  -		var/damage = round(100/(distance*distance)+1)
  -		B.take_damage(damage, BURN, "energy")
  -	qdel(src)
  -
  -/obj/item/grenade/flashbang/proc/bang(turf/T , mob/living/M)
  -	if(M.stat == DEAD)	//They're dead!
  -		return
  -	M.show_message("<span class='warning'>BANG</span>", 2)
  -	playsound(loc, 'sound/weapons/flashbang.ogg', 100, 1)
  -	var/distance = max(0,get_dist(get_turf(src),T))
  -
  -//Flash
  -	if(M.flash_act(affect_silicon = 1))
  -		M.Knockdown(max(200/max(1,distance), 60))
  -//Bang
  -	if(!distance || loc == M || loc == M.loc)	//Stop allahu akbarring rooms with this.
  -		M.Knockdown(200)
  -		M.soundbang_act(1, 200, 10, 15)
  -
  -	else
  -		M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))
  -=======
   /obj/item/grenade/flashbang
   	name = "flashbang"
   	icon_state = "flashbang"
  
positive.code: 		return
  	for(var/mob/living/M in get_hearers_in_view(7, flashbang_turf))
  		bang(get_turf(M), M)
  	qdel(src)
  
  /obj/item/grenade/flashbang/proc/bang(turf/T , mob/living/M)
  
negative.code: 
  	else
  		M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))
  