anchor.diff:  		togglelock(user)
   		return
   
  +/obj/structure/closet/attack_robot(mob/user)
  +	if(user.Adjacent(src))
  +		return attack_hand(user)
  +
   // tk grab then use on self
   /obj/structure/closet/attack_self_tk(mob/user)
   	return attack_hand(user)
  
positive.code: 
  /obj/structure/closet/examine(mob/user)
  	..()
  	if(broken)
  		user << "<span class='notice'>It appears to be broken.</span>"
  	else if(secure && !opened)
  
negative.code: 		if(istype(W, cutting_tool))
  			if(istype(W, /obj/item/weapon/weldingtool))
  				var/obj/item/weapon/weldingtool/WT = W
  				if(WT.remove_fuel(0, user))
  					user << "<span class='notice'>You begin cutting \the [src] apart...</span>"
  					playsound(loc, cutting_sound, 40, 1)
  					if(do_after(user, 40/WT.toolspeed, 1, target = src))
  						if(!opened || !WT.isOn())
  							return
  						playsound(loc, cutting_sound, 50, 1)
  						user.visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
  										"<span class='notice'>You cut \the [src] apart with \the [WT].</span>",
  										"<span class='italics'>You hear welding.</span>")
  						deconstruct(TRUE)
  					return 0
  			else // for example cardboard box is cut with wirecutters
  				user.visible_message("<span class='notice'>[user] cut apart \the [src].</span>", \
  									"<span class='notice'>You cut \the [src] apart with \the [W].</span>")
  				deconstruct(TRUE)
  				return 0
  		if(user.drop_item()) // so we put in unlit welder too
  			W.forceMove(loc)
  			return 1
  	else if(istype(W, /obj/item/weapon/weldingtool) && can_weld_shut)
  