anchor.diff:  	return
   
   /obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
  -	if(W.GetID() && !broken)
  +	if(W.GetID() && !broken && openable)
   		if(allowed(user))
   			to_chat(user,  "<span class='notice'>You [open ? "close":"open"] the [src]</span>")
   			toggle_lock(user)
  
positive.code: 		else
  			to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
  		return
  	else if(!alert && istype(W,/obj/item/weapon/crowbar)) //Only applies to the lab cage and player made display cases
  		if(broken)
  			if(showpiece)
  				to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
  
negative.code: 	max_integrity = 200
  	integrity_failure = 50
  	var/obj/item/showpiece = null
  	var/alert = TRUE
  	var/open = FALSE
  	var/openable = TRUE
  	var/obj/item/weapon/electronics/airlock/electronics
  	var/start_showpiece_type = null //add type for items on display
  
  