anchor.diff:  	ini_dir = dir
   	air_update_turf(1)
   
  -	return
  +	// Precreate our own debris
  +
  +	var/shards = 1
  +	if(fulltile)
  +		shards++
  +	var/rods = 0
  +	if(reinf)
  +		rods++
  +		if(fulltile)
  +			rods++
  +
  +	for(var/i in 1 to shards)
  +		debris += new /obj/item/weapon/shard(src)
  +	if(rods)
  +		debris += new /obj/item/stack/rods(src, rods)
  +
   
   /obj/structure/window/bullet_act(obj/item/projectile/P)
   	. = ..()
  
positive.code: //	var/silicate = 0 // number of units of silicate
  //	var/icon/silicateIcon = null // the silicated icon
  	var/image/crack_overlay
  	can_be_unanchored = 1
  
  /obj/structure/window/examine(mob/user)
  
negative.code: 		return
  	playsound(src, "shatter", 70, 1)
  	var/turf/T = loc
  
  	if(!(flags & NODECONSTRUCT))
  		for(var/i in debris)
  			var/obj/item/I = i
  
  			I.loc = T
  			transfer_fingerprints_to(I)
  	qdel(src)
  	update_nearby_icons()
  
  