anchor.diff:  
   /obj/structure/closet/examine(mob/user)
   	..()
  +	if(anchored)
  +		user << "It is anchored to the ground."
   	if(broken)
   		user << "<span class='notice'>It appears to be broken.</span>"
   	else if(secure && !opened)
  
positive.code: 				return
  			playsound(loc, 'sound/items/welder.ogg', 50, 1)
  			welded = !welded
  			visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unweldeds"] \the [src].</span>",
  							"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [WT].</span>",
  							"<span class='italics'>You hear welding.</span>")
  			update_icon()
  	else if(user.a_intent != "harm" && !(W.flags & NOBLUDGEON))
  		if(W.GetID() || !toggle(user))
  			togglelock(user)
  
negative.code: 			user << "<span class='warning'>You fail to break out of [src]!</span>"
  
  /obj/structure/closet/proc/bust_open()
  	welded = 0 //applies to all lockers
  	locked = 0 //applies to critter crates and secure lockers only
  	broken = 1 //applies to secure lockers only
  	open()
  