anchor.diff:  	storedshard = new/obj/item/weapon/shard(src)
   	ini_dir = dir
   	if(reinf)
  -		icon_state = "rwindow"
  -		desc = "A reinforced window."
  -		name = "reinforced window"
   		state = 2*anchored
  -		if(opacity)
  -			icon_state = "twindow"
   		storedrods = new/obj/item/stack/rods(src)
  -	else
  -		icon_state = "window"
   
   	air_update_turf(1)
   	update_nearby_icons()
  
positive.code: 		if(anchored)
  			for(var/obj/structure/window/W in orange(src,1))
  				if(W.anchored && W.density	&& W.fulltile) //Only counts anchored, not-destroyed fill-tile windows.
  					if(abs(x-W.x)-abs(y-W.y) ) 		//doesn't count windows, placed diagonally to src
  						junction |= get_dir(src,W)
  		if(opacity)
  			icon_state = "twindow[junction]"
  		else
  			if(shuttlew)
  				icon_state = "swindow[junction]"
  			else if(reinf)
  				icon_state = "rwindow[junction]"
  			else
  				icon_state = "window[junction]"
  
  		overlays.Cut()
  		var/ratio = health / maxhealth
  
negative.code: 	var/state = 0
  	var/reinf = 0
  	var/disassembled = 0
  	var/wtype = "glass"
  	var/fulltile = 0
  	var/obj/item/stack/rods/storedrods
  	var/obj/item/weapon/shard/storedshard
  