anchor.diff:  		if(src.operating)
   			return
   		user.changeNext_move(8)
  -		src.health = max(0, src.health - 25)
   		playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
  -		visible_message("\red <B>[user] smashes against the [src.name].</B>")
  -		if (src.health <= 0)
  -			new /obj/item/weapon/shard(src.loc)
  -			var/obj/item/stack/cable_coil/CC = new /obj/item/stack/cable_coil(src.loc)
  -			CC.amount = 2
  -			src.density = 0
  -			qdel(src)
  +		user.visible_message("<span class='danger'>[user] smashes against the [src.name].</span>", \
  +					"<span class='userdanger'>[user] smashes against the [src.name].</span>")
  +		take_damage(25)
   	else
   		return src.attack_hand(user)
   
  
positive.code: 	src.health = max(0, src.health - damage)
  	if (src.health <= 0)
  		new /obj/item/weapon/shard(src.loc)
  		var/obj/item/stack/cable_coil/CC = new /obj/item/stack/cable_coil(src.loc)
  		CC.amount = 2
  		src.density = 0
  		qdel(src)
  		return
  
negative.code: 			spark_system.start()
  			playsound(src.loc, "sparks", 50, 1)
  			playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
  			visible_message("<span class='warning'> The glass door was sliced open by [user]!</span>")
  			open(2)
  			emagged = 1
  			return 1
  		open()
  		emagged = 1
  		return 1
  	
  	//If windoor is unpowered, crowbar, fireaxe and armblade can force it.
  	if(istype(I, /obj/item/weapon/crowbar) || istype(I, /obj/item/weapon/twohanded/fireaxe) || istype(I, /obj/item/weapon/melee/arm_blade) )
  		if(stat & NOPOWER)
  			if(src.density)
  				open(2)
  			else
  				close(2)
  			return
  
  	//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
  	if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card) )
  		user.changeNext_move(8)
  		var/aforce = I.force
  		playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
  		visible_message("<span class='danger'>\The [src] has been hit by [user] with [I].</span>")
  		if(I.damtype == BURN || I.damtype == BRUTE)
  			take_damage(aforce)
  		return
  	
  	src.add_fingerprint(user)
  	if (!src.requiresID())
  		//don't care who they are or what they have, act as if they're NOTHING
  