anchor.diff:  	if(!disassembled)
   		playsound(src, breaksound, 70, 1)
   		if(!(flags_1 & NODECONSTRUCT_1))
  -			if(spawn_cleanable_shards)
  -				new /obj/effect/decal/cleanable/glass(get_turf(src))
  -			for(var/i in debris)
  -				var/obj/item/I = i
  -				I.forceMove(drop_location())
  -				transfer_fingerprints_to(I)
  -				debris -= I
  +			for(var/obj/item/shard/debris in spawnDebris(drop_location()))
  +				transfer_fingerprints_to(debris) // transfer fingerprints to shards only
   	qdel(src)
   	update_nearby_icons()
   
  +/obj/structure/window/proc/spawnDebris(location)
  +	. = list()
  +	. += new /obj/item/shard(location)
  +	. += new /obj/effect/decal/cleanable/glass(location)
  +	if (reinf)
  +		. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
   
   /obj/structure/window/proc/can_be_rotated(mob/user,rotation_type)
   	if(anchored)
  
positive.code: 
  /obj/structure/window/reinforced/clockwork/narsie_act()
  	take_damage(rand(25, 75), BRUTE)
  	if(src)
  		var/previouscolor = color
  		color = "#960000"
  		animate(src, color = previouscolor, time = 8)
  
negative.code: 	var/glass_type = /obj/item/stack/sheet/glass
  	var/glass_amount = 1
  	var/mutable_appearance/crack_overlay
  	can_be_unanchored = TRUE
  	resistance_flags = ACID_PROOF
  	armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
  