anchor.diff:  			else
   				return
   			return
  +		else if (istype(W, /obj/item/weapon/crowbar))
  +			user.changeNext_move(CLICK_CD_MELEE)
  +			user.visible_message("<span class='notice'>[user] is prying apart \the [src].</span>", "<span class='notice'>You begin to pry apart \the [src].</span>")
  +			playsound(src, 'sound/items/Crowbar.ogg', 200, 1)
  +
  +			if(do_after(user, 300, target = src) && src && !src.gcDestroyed)
  +				user.visible_message("<span class='notice'>[user] pries apart \the [src].</span>", "<span class='notice'>You pry apart \the [src].</span>")
  +				dismantle()
  +			return
   		else
   			switch(W.damtype)
   				if("fire")
  
positive.code: 			return 1
  		else
  			return 0
  
  
  //Actual Deployable machinery stuff
  
negative.code: 				src.health -= 25
  				if (src.health <= 0)
  					visible_message("\red <B>The barricade is blown apart!</B>")
  					dismantle()
  				return
  
  	blob_act()
  