anchor.diff:  
   /obj/structure/closet/crate/large/attackby(obj/item/W, mob/user, params)
   	if(istype(W, /obj/item/crowbar))
  -		var/turf/T = get_turf(src)
   		if(manifest)
   			tear_manifest(user)
   
  
positive.code: 							 "<span class='italics'>You hear splitting wood.</span>")
  		playsound(src.loc, 'sound/weapons/slashmiss.ogg', 75, 1)
  
  		for(var/i in 1 to rand(2, 5))
  			new material_drop(src)
  		for(var/atom/movable/AM in contents)
  			AM.forceMove(T)
  
  		qdel(src)
  	else
  		return ..()
  
negative.code: /obj/structure/closet/crate/large
  	name = "large crate"
  	desc = "A hefty wooden crate. You'll need a crowbar to get it open."
  	icon_state = "largecrate"
  	density = TRUE
  	material_drop = /obj/item/stack/sheet/mineral/wood
  	material_drop_amount = 4
  	delivery_icon = "deliverybox"
  	integrity_failure = 0 //Makes the crate break when integrity reaches 0, instead of opening and becoming an invisible sprite.
  
  /obj/structure/closet/crate/large/attack_hand(mob/user)
  	add_fingerprint(user)
  	if(manifest)
  		tear_manifest(user)
  