anchor.diff:  			beingcrowbarred = 1 //derp, Agouri
   		else
   			beingcrowbarred = 0
  -		if( beingcrowbarred && (density && welded && !operating && src.p_open && (!hasPower()) && !src.locked) )
  +		if( beingcrowbarred && (density && welded && !operating && src.p_open && (!hasPower()) && (!src.locked || src.boltsCut)) )
   			playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
   			user.visible_message("<span class='warning'>[user] removes the electronics from the airlock assembly.</span>", \
   								 "You start to remove electronics from the airlock assembly.")
  
positive.code: 				flick("door_opening", src)
  		if("closing")
  			if(overlays) overlays.Cut()
  			if(p_open)
  				flick("o_door_closing", src)
  			else
  
negative.code: 	switch(animation)
  		if("opening")
  			if(overlays) overlays.Cut()
  			if(boltsCut)
  				overlays += image(icon, "bolts_cut")
  			if(p_open)
  				spawn(2) // The only work around that works. Downside is that the door will be gone for a millisecond.
  					flick("o_door_opening", src)  //can not use flick due to BYOND bug updating overlays right before flicking
  