anchor.diff:  	else
   		return ..()
   
  -//The captains display case requiring specops ID access is intentional.
  -//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
  +//The lab cage and captain's display case do not spawn with electronics, which is why req_access is needed.
   /obj/structure/displaycase/captain
  -	alert = TRUE
   	start_showpiece_type = /obj/item/gun/energy/laser/captain
  -	req_access = list(ACCESS_CENT_SPECOPS)
  +	req_access = list(ACCESS_CENT_SPECOPS) //this was intentional, presumably to make it slightly harder for caps to grab their gun roundstart
   
   /obj/structure/displaycase/labcage
   	name = "lab cage"
   	desc = "A glass lab container for storing interesting creatures."
   	start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
   	req_access = list(ACCESS_RD)
  +
  +/obj/structure/displaycase/noalert
  +	alert = FALSE
   
   /obj/structure/displaycase/trophy
   	name = "trophy display case"
  
positive.code: 	var/placer_key = ""
  	var/added_roundstart = TRUE
  	var/is_locked = TRUE
  
  	alert = TRUE
  	integrity_failure = 0
  	openable = FALSE
  
  
negative.code: 		to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
  		if(do_after(user, 20, target = src))
  			G.use(10)
  			var/obj/structure/displaycase/noalert/display = new(src.loc)
  			if(electronics)
  				electronics.forceMove(display)
  				display.electronics = electronics
  