anchor.diff:  			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
  -
  -			for(var/obj/structure/window/w in range(src,1))
  -				if (w.anchored)
  -					w.relativewindow()
  -			src.relativewindow()
  -
  +			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 )
  -
  -			for(var/obj/structure/window/w in range(src,1))
  -				if (w.anchored)
  -					w.relativewindow()
  -			src.relativewindow()
  -
  +			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)
  
positive.code: 
  	return
  
  /obj/structure/window/proc/update_nearby_tiles(need_rebuild)
  	if(!air_master) return 0
  
  
negative.code: 
  	return 1
  
  //checks if this window is full-tile one
  /obj/structure/window/proc/is_fulltile()
  	if(dir in list(5,6,9,10))
  		return 1
  	return 0
  
  //This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
  /obj/structure/window/proc/update_nearby_icons()
  	src.update_icon()
  	for(var/direction in cardinal)
  		for(var/obj/structure/window/W in get_step(src,direction) )
  			W.update_icon()
  
  //merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
  /obj/structure/window/update_icon()
  	//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
  	//this way it will only update full-tile ones
  	//This spawn is here so windows get properly updated when one gets deleted.
  	spawn(2)
  		if(!src) return
  		if (!is_fulltile())
  			return
  		var/junction = 0 //will be used to determine from which side the window is connected to other windows
  		if (src.anchored)
  			for(var/obj/structure/window/W in orange(src,1))
  				if (W.anchored && W.density	&& W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
  					if (abs(src.x-W.x)-abs(src.y-W.y) ) 		//doesn't count windows, placed diagonally to src
  						junction |= get_dir(src,W)
  		if (opacity)
  			src.icon_state = "twindow[junction]"
  		else
  			if (reinf)
  				src.icon_state = "rwindow[junction]"
  			else
  				src.icon_state = "window[junction]"
  
  		return
  