anchor.diff:  				choice.loc = get_turf(src)
   			update_icon()
   
  +
   /obj/structure/bookcase/ex_act(severity)
   	switch(severity)
   		if(1.0)
   			for(var/obj/item/weapon/book/b in contents)
   				del(b)
   			del(src)
  -			return
   		if(2.0)
   			for(var/obj/item/weapon/book/b in contents)
  -				if (prob(50)) b.loc = (get_turf(src))
  -				else del(b)
  +				if(prob(50))
  +					b.loc = (get_turf(src))
  +				else
  +					del(b)
   			del(src)
  -			return
   		if(3.0)
  -			if (prob(50))
  +			if(prob(50))
   				for(var/obj/item/weapon/book/b in contents)
   					b.loc = (get_turf(src))
   				del(src)
  -			return
  -		else
  -	return
  +
   
   /obj/structure/bookcase/update_icon()
   	if(contents.len < 5)
  
positive.code: 
  
  /obj/structure/bookcase/manuals/medical
  	name = "Medical Manuals bookcase"
  
  	New()
  		..()
  
negative.code: 			I.loc = src
  	update_icon()
  
  
  /obj/structure/bookcase/attackby(obj/item/I, mob/user)
  	switch(state)
  		if(0)
  			if(istype(I, /obj/item/weapon/wrench))
  				playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
  				if(do_after(user, 20))
  					user << "<span class='notice'>You wrench the frame into place.</span>"
  					anchored = 1
  					state = 1
  			if(istype(I, /obj/item/weapon/crowbar))
  				playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
  				if(do_after(user, 20))
  					user << "<span class='notice'>You pry the frame apart.</span>"
  					new /obj/item/stack/sheet/wood(loc, 4)
  					del(src)
  
  		if(1)
  			if(istype(I, /obj/item/stack/sheet/wood))
  				var/obj/item/stack/sheet/wood/W = I
  				W.use(2)
  				user << "<span class='notice'>You add a shelf.</span>"
  				state = 2
  				icon_state = "book-0"
  			if(istype(I, /obj/item/weapon/wrench))
  				playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
  				user << "<span class='notice'>You unrwench the frame.</span>"
  				anchored = 0
  				state = 0
  
  		if(2)
  			if(istype(I, /obj/item/weapon/book))
  				user.drop_item()
  				I.loc = src
  				update_icon()
  			else if(istype(I, /obj/item/weapon/pen))
  				var/newname = stripped_input(usr, "What would you like to title this bookshelf?")
  				if(!newname)
  					return
  				else
  					name = ("bookcase ([sanitize(newname)])")
  			else if(istype(I, /obj/item/weapon/crowbar))
  				if(contents.len)
  					user << "<span class='notice'>You need to remove the books first.</span>"
  				else
  					playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
  					user << "<span class='notice'>You pry the shelf out.</span>"
  					new /obj/item/stack/sheet/wood(loc, 1)
  					state = 1
  					icon_state = "bookempty"
  			else
  				..()
  
  
  /obj/structure/bookcase/attack_hand(mob/user)
  	if(contents.len)
  		var/obj/item/weapon/book/choice = input("Which book would you like to remove from the shelf?") in contents as obj|null
  		if(choice)
  