anchor.diff:  
   
   /obj/structure/window/attack_hand(mob/user as mob)
  +	if(!can_be_reached(user))
  +		return
   	if(HULK in user.mutations)
   		user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
   		user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
  
positive.code: 			playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
  		..()
  	return
  
  /obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
  	if(reinf) damage *= 0.5
  
negative.code: 
  
  /obj/structure/window/attackby(obj/item/I, mob/user)
  	if(!can_be_reached(user))
  		return 1 //returning 1 will skip the afterattack()
  	if(istype(I, /obj/item/weapon/screwdriver))
  		if(reinf && state >= 1)
  			state = 3 - state
  