anchor.diff:  	if(istype(W, /obj/item/weapon/screwdriver))
   		user << "<span class='notice'>You begin unscrewing the outer plating...</span>"
   		playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
  +		visible_message("Debug: do_after start")
   		if(do_after(user, 15, target = src))
   			if(!user || !W)
  -				return 1
  -			if( user.loc == T && user.get_active_hand() == W )
  +				visible_message("Debug: no user or weapon")
  +				return 1
  +			if(user.get_active_hand() == W)
  +				visible_message("Debug: dismantle wall called")
   				user << "<span class='notice'>You remove the outer plating.</span>"
  -				var/obj/item/stack/sheet/metal/M = new (loc)
  -				M.amount = 1
  -				var/obj/structure/halfgirder/G = new (loc)
  -				G.dir = dir
  -				transfer_fingerprints_to(G)
  -				qdel()
  +				dismantle_wall()
   				return 1
   	else if( istype(W, /obj/item/weapon/gun/energy/plasmacutter) )
   		user << "<span class='notice'>You begin cutting through the outer plating...</span>"
  
positive.code: // My attempt at a half wall - Jonathan
  // Copy pasta'd window procs cause I'm lazy.
  
  /obj/structure/halfwall
  	name = "halfwall"
  	desc = "A halfwall."
  
negative.code: 		var/obj/structure/halfgirder/G = new (loc)
  		G.dir = dir
  		transfer_fingerprints_to(G)
  		qdel(src)
  
  /obj/structure/halfwall/proc/devastate_wall()
  	var/obj/item/stack/sheet/metal/M
  