anchor.diff:  
   	return
   
  +//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
   /obj/structure/window/proc/update_nearby_tiles(need_rebuild)
   	if(!air_master) return 0
   
  
positive.code: 		if(istype(source)) air_master.tiles_to_update += source
  		if(istype(target)) air_master.tiles_to_update += target
  
  	return 1
negative.code: 			usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
  		else if(reinf && state == 0)
  			anchored = !anchored
  			update_nearby_icons()
  			playsound(src.loc, 'Screwdriver.ogg', 75, 1)
  			user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
  		else if(!reinf)
  			src.anchored = !( src.anchored )
  			update_nearby_icons()
  			playsound(src.loc, 'Screwdriver.ogg', 75, 1)
  			user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
  	else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1)
  