anchor.diff:  	if(!can_be_reached(user))
   		return
   	user.changeNext_move(CLICK_CD_MELEE)
  -	user.visible_message("<span class='notice'>[user] knocks on [src].</span>", \
  -		"<span class='notice'>You knock on [src].</span>")
  -	add_fingerprint(user)
  -	playsound(src, 'sound/effects/Glassknock.ogg', 50, TRUE)
  +
  +	if(user.a_intent != INTENT_HARM)
  +		user.visible_message("<span class='notice'>[user] knocks on [src].</span>", \
  +			"<span class='notice'>You knock on [src].</span>")
  +		playsound(src, knocksound, 50, TRUE)
  +	else
  +		user.visible_message("<span class='warning'>[user] bashes [src]!</span>", \
  +			"<span class='warning'>You bash [src]!</span>")
  +		playsound(src, bashsound, 100, TRUE)
   
   /obj/structure/window/attack_paw(mob/user)
   	return attack_hand(user)
  
positive.code: 	var/mutable_appearance/crack_overlay
  	var/real_explosion_block	//ignore this, just use explosion_block
  	var/breaksound = "shatter"
  	var/hitsound = 'sound/effects/Glasshit.ogg'
  	flags_ricochet = RICOCHET_HARD
  	receive_ricochet_chance_mod = 0.5
  
negative.code: 	user.changeNext_move(CLICK_CD_MELEE)
  	user.visible_message("<span class='notice'>Something knocks on [src].</span>")
  	add_fingerprint(user)
  	playsound(src, knocksound, 50, TRUE)
  
  /obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
  	if(!can_be_reached(user))
  