anchor.diff:  	src.health = max(0, src.health - tforce)
   	if (src.health <= 7 && !reinf)
   		src.anchored = 0
  +		update_nearby_icons()
   		step(src, get_dir(AM, src))
   	if (src.health <= 0)
   		new /obj/item/weapon/shard( src.loc )
  
positive.code: 		playsound(src.loc, 'Glasshit.ogg', 75, 1)
  		if (src.health <= 7)
  			src.anchored = 0
  			step(src, get_dir(user, src))
  		if (src.health <= 0)
  			if (src.dir == SOUTHWEST)
  
negative.code: 		if(istype(source)) air_master.tiles_to_update += source
  		if(istype(target)) air_master.tiles_to_update += target
  
  	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
  