anchor.diff:  			var/obj/item/weapon/weldingtool/WT = W
   			if(user.a_intent == "help") //so you can still break windows with welding tools
   				if(health < maxhealth)
  -					if(WT.remove_fuel(0,user))
  -						user << "<span class='notice'>You begin repairing [src].</span>"
  -						playsound(loc, 'sound/items/Welder.ogg', 40, 1)
  -						if(do_after(user, 5))
  +					if(health <= 0)
  +						user << "<span class='notice'>You need reinforced glass to fix this door!</span>"
  +					else if(WT.remove_fuel(0,user) && cooldown < world.time)
  +						cooldown = world.time + 5 //half a second cooldown
  +						user << "<span class='notice'>You weld some of the [src]'s cracks and dents.</span>"
  +						health += 20
  +						if(health > maxhealth)
   							health = maxhealth
  -							update_health()
  -							playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
  +						update_health()
  +						playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
   				else
   					user << "<span class='notice'>[src] is already in good condition.</span>"
  -
  +		else if(istype(W,/obj/item/stack/sheet/rglass)))
  +			var/obj/item/stack/sheet/rglass/GL = W
  +			if(health <= 0)
  +				if(GL.use(2))
  +					user << "<span class='notice'>You repair [src].</span>"
  +					health = 20
  +					update_health()
  +					playsound(loc, 'sound/items/Deconstruct.ogg', 40, 1)
  +				else
  +					user << "<span class='notice'>You need more glass.</span>"
   		else if(stat & BROKEN)//No hitting it after it breaks
   			return 0
   		else if(..())//Could crowbar it or such so stop here
  
positive.code: 	var/health = 200
  	var/maxhealth = 200
  	var/damage_resistance = 0
  
  	opacity = 0
  
  	examine()
  		..()
  		var/damage = "very bad"
  		if(health > maxhealth*0.7)
  			damage = "good"
  		else if(health > maxhealth*0.3)
  			damage = "bad"
  
negative.code: 
  //A breakable glass version, used in brig cells.
  /obj/machinery/door/poddoor/glass
  	name = "cell door"
  	desc = "A large heavy metal blast door. Now with windows! Can be repaired with a welder or reinforced glass (when it's completely broken)"
  	icon_state = "pdoor_glass_closed"
  	glass = 1
  	//damage_sound = 'sound/effects/Glasshit.ogg'
  