anchor.diff:  /obj/structure/closet/crate/large
   	name = "large crate"
  -	desc = "A hefty wooden crate."
  +	desc = "A hefty wooden crate. You'll need a crowbar to get it open."
   	icon_state = "largecrate"
   	density = TRUE
   	material_drop = /obj/item/stack/sheet/mineral/wood
  +	material_drop_amount = 4
   	delivery_icon = "deliverybox"
  +	integrity_failure = 0 //Makes the crate break when integrity reaches 0, instead of opening and becoming an invisible sprite.
   
   /obj/structure/closet/crate/large/attack_hand(mob/user)
  -	. = ..()
  -	if(.)
  -		return
   	add_fingerprint(user)
   	if(manifest)
   		tear_manifest(user)
  
positive.code: 							 "<span class='italics'>You hear splitting wood.</span>")
  		playsound(src.loc, 'sound/weapons/slashmiss.ogg', 75, 1)
  
  		for(var/i in 1 to rand(2, 5))
  			new material_drop(src)
  		for(var/atom/movable/AM in contents)
  			AM.forceMove(T)
  
  		qdel(src)
  	else
  		return ..()
  
negative.code: 
  /obj/structure/closet/crate/large/attackby(obj/item/W, mob/user, params)
  	if(istype(W, /obj/item/crowbar))
  		if(manifest)
  			tear_manifest(user)
  
  