anchor.diff:  			visible_message("\blue The glass door was sliced open by [user]!")
   		flick("[src.base_state]spark", src)
   		sleep(6)
  -		open()
  -		return 1
  -
  -	//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
  -	if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
  +		open(2)
  +		emagged = 1
  +		return 1
  +
  +	//If it's a weapon, smash windoor. Unless it's a crowbar, an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
  +	if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card)) && !istype(I, /obj/item/weapon/crowbar)
   		user.changeNext_move(8)
   		var/aforce = I.force
   		if(I.damtype == BRUTE || I.damtype == BURN)
  
positive.code: 			src.density = 0
  			qdel(src)
  		return
  
  
  	src.add_fingerprint(user)
  	if (!src.requiresID())
  
negative.code: 	else
  		return 1
  
  /obj/machinery/door/window/open(var/forced=0)
  	if (src.operating == 1) //doors can still open when emag-disabled
  		return 0
  	if (!ticker)
  		return 0
  	if(forced < 2)
  		if(stat & NOPOWER) || emagged)
  			return 0
  	if(!src.operating) //in case of emag
  		src.operating = 1
  	flick(text("[]opening", src.base_state), src)
  