anchor.diff:  			if(M.density)
   				spawn( 0 )
   					M.open()
  -	for(var/obj/secure_closet/brig/B in world)
  -		if (B.id == src.id)
  -			if(B.locked)
  -				B.locked = 0
  -			B.icon_state = text("[(B.locked ? "1" : null)]secloset0")
   	src.updateUsrDialog()
   	src.update_icon()
   	return
  +
  +/obj/machinery/door_timer/proc/closedoor()
  +	if(stat & (NOPOWER|BROKEN))
  +		return
  +	for(var/obj/machinery/door/window/brigdoor/M in world)
  +		if (M.id == src.id)
  +			if(!M.density)
  +				spawn( 0 )
  +					M.close()
  +	src.updateUsrDialog()
  +	src.update_icon()
  +	return
  +
   
   //Allows AIs to use door_timer, see human attack_hand function below
   /obj/machinery/door_timer/attack_ai(var/mob/user as mob)
  
positive.code: 		if (src.time > 0)
  			src.time = round(src.time) - 1
  		else
  			alarm() // open doors
  			src.time = 0
  			src.timing = 0
  		src.updateDialog()
  		src.update_icon()
  	return
  
  // has the door power sitatuation changed, if so update icon.
  /obj/machinery/door_timer/power_change()
  	update_icon()
  
  // alarm() checks if door_timer has power, if so it checks if the
  // linked door is open/closed (by density) then opens it/closes it.
  // It's also supposed to unlock the secure closets in the brig. TEST THIS
  /obj/machinery/door_timer/proc/alarm()
  	if(stat & (NOPOWER|BROKEN))
  		return
  	for(var/obj/machinery/door/window/brigdoor/M in world)
  
negative.code: 		else
  			if(src.timing)
  				spawn( 5 )
  					update_display(disp1, disp2)
  
  // Adds an icon in case the screen is broken/off, stolen from status_display.dm
  /obj/machinery/door_timer/proc/set_picture(var/state)
  