anchor.diff:  	if(destroyed)
   		I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
   	if(showpiece)
  -		var/icon/S = getFlatIcon(showpiece) //Guns got overlays
  +		var/icon/S = get_flat_icon_directional(showpiece)
   		S.Scale(17,17)
   		I.Blend(S,ICON_UNDERLAY,8,8)
   	src.icon = I
   	return
   
   /obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
  +	if(istype(W, /obj/item/weapon/card) && electronics && !destroyed && allowed(user))
  +		user <<  "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
  +		open = !open
  +		update_icon()
  +		return
   	if(!alert && istype(W,/obj/item/weapon/crowbar))
   		if(destroyed && !showpiece)
   			user << "<span class='notice'>You remove the destroyed case</span>"
  
positive.code: 			new /obj/item/stack/sheet/mineral/wood(get_turf(src))
  			qdel(src)
  			return
  	if(istype(I, /obj/item/stack/sheet/glass))
  		var/obj/item/stack/sheet/glass/G = I
  		if(G.get_amount() < 10)
  
negative.code: 	desc = "wooden base of display case"
  	icon = 'icons/obj/stationobjs.dmi'
  	icon_state = "glassbox_chassis"
  	var/obj/item/weapon/electronics/airlock/electronics
  
  
  /obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
  	if(istype(I, /obj/item/weapon/wrench))
  