anchor.diff:  				else
   					playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
   				if(W.force < 15)
  -					user << "\blue The cabinet's protective glass glances off the hit."
  +					user << "<span class = 'warning'> The cabinet's protective glass glances off the hit.</span>"
   				else
   					src.hitstaken++
   					if(src.hitstaken == 4)
  
positive.code: 					spawn(10) update_icon()
  					return
  				else
  					user << "\red Resetting circuitry..."
  					playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
  					if(do_after(user, 20))
  						src.locked = 1
  						user << "\blue You re-enable the locking modules."
  					return
  			else
  				localopened = !localopened
  
negative.code: 
  	attack_ai(mob/user as mob)
  		if(src.smashed)
  			user << "<span class = 'warning'> The security of the cabinet is compromised.</span>"
  			return
  		else
  			locked = !locked
  			if(locked)
  				user << "<span class = 'caution'> Cabinet locked.</span>"
  			else
  				user << "<span class = 'caution'> Cabinet unlocked.</span>"
  			return
  
  	update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
  