anchor.diff:  	var/glass_type = /obj/item/stack/sheet/glass
   	var/glass_amount = 1
   	var/mutable_appearance/crack_overlay
  -	var/list/debris = list()
   	can_be_unanchored = TRUE
   	resistance_flags = ACID_PROOF
   	armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
  
positive.code: 	if(!disassembled)
  		playsound(src, breaksound, 70, 1)
  		if(!(flags_1 & NODECONSTRUCT_1))
  			if(spawn_cleanable_shards)
  				new /obj/effect/decal/cleanable/glass(get_turf(src))
  			for(var/i in debris)
  				var/obj/item/I = i
  				I.forceMove(drop_location())
  				transfer_fingerprints_to(I)
  				debris -= I
  	qdel(src)
  	update_nearby_icons()
  
  
  /obj/structure/window/proc/can_be_rotated(mob/user,rotation_type)
  	if(anchored)
  
negative.code: 	var/made_glow = FALSE
  
  /obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
  	. = ..()
  	change_construction_value(fulltile ? 2 : 1)
  
  /obj/structure/window/reinforced/clockwork/spawnDebris(location)
  	. = list()
  	var/gearcount = fulltile ? 4 : 2
  	for(var/i in 1 to gearcount)
  		. += new /obj/item/clockwork/alloy_shards/medium/gear_bit(location)
  
  /obj/structure/window/reinforced/clockwork/setDir(direct)
  	if(!made_glow)
  