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: 			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
  
  			for(var/obj/structure/window/w in range(src,1))
  				if (w.anchored)
  					w.relativewindow()
  			src.relativewindow()
  
  			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 )
  
  			for(var/obj/structure/window/w in range(src,1))
  				if (w.anchored)
  					w.relativewindow()
  			src.relativewindow()
  
  			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: 
  	return
  
  //This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
  /obj/structure/window/proc/update_nearby_tiles(need_rebuild)
  	if(!air_master) return 0
  
  