anchor.diff:  	desc = "A stand with the empty body of a cyborg bolted to it."
   	density = 1
   	anchored = 1
  +	var/deconstruction_state = SHOWCASE_CONSTRUCTED
   
   /obj/structure/showcase/fakeid
   	name = "\improper Centcom identification console"
  
positive.code: /*Completely generic structures for use by mappers to create fake objects, i.e. display rooms*/
  /obj/structure/showcase
  	name = "showcase"
  
negative.code: 	name = "horrific experiment"
  	desc = "Some sort of pod filled with blood and viscera. You swear you can see it moving..."
  	icon = 'icons/obj/cloning.dmi'
  	icon_state = "pod_g"
  
  //Deconstructing
  //Showcases can be any sprite, so it makes sense that they can't be constructed.
  //However if a player wants to move an existing showcase or remove one, this is for that.
  
  /obj/structure/showcase/attackby(obj/item/W, mob/user)
  	if(istype(W, /obj/item/weapon/screwdriver) && !anchored)
  		if(deconstruction_state == SHOWCASE_SCREWDRIVERED)
  			user << "<span class='notice'>You screw the screws back into the showcase.</span>"
  			playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
  			deconstruction_state = SHOWCASE_CONSTRUCTED
  		else if (deconstruction_state == SHOWCASE_CONSTRUCTED)
  			user << "<span class='notice'>You unscrew the screws.</span>"
  			playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
  			deconstruction_state = SHOWCASE_SCREWDRIVERED
  
  	if(istype(W, /obj/item/weapon/crowbar) && deconstruction_state == SHOWCASE_SCREWDRIVERED)
  		if(do_after(user, 20/W.toolspeed, target = src))
  			playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
  			user << "<span class='notice'>You start to crowbar the showcase apart...</span>"
  			new /obj/item/stack/sheet/metal (get_turf(src), 4)
  			qdel(src)
  
  	if(deconstruction_state == SHOWCASE_CONSTRUCTED && default_unfasten_wrench(user, W))
  		return
  
  //Feedback is given in examine because showcases can basically have any sprite assigned to them
  
  /obj/structure/showcase/examine(mob/user)
  	..()
  
  	switch(deconstruction_state)
  		if(SHOWCASE_CONSTRUCTED)
  			user << "The showcase is fully constructed."
  		if(SHOWCASE_SCREWDRIVERED)
  			user << "The showcase has its screws loosened."
  		else
  			user << "If you see this, something is wrong."