anchor.diff:  			new /obj/item/stack/sheet/mineral/wood(get_turf(src))
   			qdel(src)
   			return
  +	if(istype(I, /obj/item/weapon/electronics/airlock))
  +		user << "<span class='notice'>You start installing the electronics into [src]...</span>"
  +		playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
  +		if(user.unEquip(I) && do_after(user, 30, target = src)) 
  +			I.loc = src
  +			electronics = I
  +			user << "<span class='notice'>You install the airlock electronics.</span>"
  +			return
   	if(istype(I, /obj/item/stack/sheet/glass))
   		var/obj/item/stack/sheet/glass/G = I
   		if(G.get_amount() < 10)
  
positive.code: 	if(destroyed)
  		I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
  	if(showpiece)
  		var/icon/S = getFlatIcon(showpiece) //Guns got overlays
  		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(!alert && istype(W,/obj/item/weapon/crowbar))
  		if(destroyed && !showpiece)
  			user << "<span class='notice'>You remove the destroyed case</span>"
  
negative.code: 		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/display = new(src.loc)
  			if(electronics)
  				electronics.loc = display
  				display.electronics = electronics
  				if(electronics.use_one_access)
  					display.req_one_access = electronics.conf_access
  				else
  					display.req_access = electronics.conf_access
  			qdel(src)
  		return
  	return
  