anchor.diff:  		icon_state = "window"
   
   	update_nearby_tiles(need_rebuild=1)
  +	update_nearby_icons()
   
   	return
   
  
positive.code: 			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
  			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 )
  			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)
  
negative.code: 	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 )
  