anchor.diff:  					user << "<span class='notice'>You weaken the table.</span>"
   					deconstruction_ready = 1
   	else
  -		return ..()
  +		. = ..()
   
   /obj/structure/table/reinforced/brass
   	name = "brass table"
  
positive.code: 		return
  	// Don't break if they're just flying past
  	if(AM.throwing)
  		spawn(5)
  			// Check again in a bit though
  			if(AM.loc == get_turf(src))
  				check_break(AM)
  	else
  		check_break(AM)
  
  /obj/structure/table/glass/proc/check_break(mob/living/M)
  	if(has_gravity(M) && M.mob_size > MOB_SIZE_SMALL)
  
negative.code: 
  /obj/item/weapon/rack_parts/attackby(obj/item/weapon/W, mob/user, params)
  	if (istype(W, /obj/item/weapon/wrench))
  		new /obj/item/stack/sheet/metal(user.loc)
  		qdel(src)
  	else
  		. = ..()
  
  /obj/item/weapon/rack_parts/attack_self(mob/user)
  	user << "<span class='notice'>You start constructing a rack...</span>"
  	if(do_after(user, 50, target = src, progress=TRUE))
  		if(!user.drop_item())
  			return
  		var/obj/structure/rack/R = new /obj/structure/rack(user.loc)
  		user.visible_message("<span class='notice'>[user] assembles \a [R].\
  			</span>", "<span class='notice'>You assemble \a [R].</span>")
  		R.add_fingerprint(user)
  		qdel(src)
  