anchor.diff:  				S.icon_state = "shield0"
   
   		M << "\red <B>BANG</B>"
  -		playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
  +		playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
   
   //Checking for protections
   		var/eye_safety = 0
  
positive.code: 
  	prime()
  		..()
  		for(var/obj/structure/closet/L in view(get_turf(src), null))
  			if(locate(/mob/living/carbon/, L))
  				for(var/mob/living/carbon/M in L)
  					bang(get_turf(src), M)
  
  
  		for(var/mob/living/carbon/M in viewers(get_turf(src), null))
  			bang(get_turf(src), M)
  
  		for(var/obj/effect/blob/B in view(8,get_turf(src)))       		//Blob damage here
  			var/damage = round(30/(get_dist(B,get_turf(src))+1))
  			B.health -= damage
  			B.update_icon()
  		del(src)
  		return
  
  
negative.code: 				M << "\red Your ears start to ring!"
  		M.update_icons()
  
  /obj/effect/effect/smoke/flashbang
  	name = "illumination"
  	time_to_live = 10
  	opacity = 0
  	icon_state = "sparks"
  
  /obj/effect/effect/smoke/flashbang/New()
  	..()
  	SetLuminosity(15)
  
  /obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
  	desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
  