anchor.diff:  	var/mutable_appearance/crack_overlay
   	var/real_explosion_block	//ignore this, just use explosion_block
   	var/breaksound = "shatter"
  +	var/knocksound = 'sound/effects/Glassknock.ogg'
  +	var/bashsound = 'sound/effects/Glassbash.ogg'
   	var/hitsound = 'sound/effects/Glasshit.ogg'
   	flags_ricochet = RICOCHET_HARD
   	receive_ricochet_chance_mod = 0.5
  
positive.code: 	if(!can_be_reached(user))
  		return
  	user.changeNext_move(CLICK_CD_MELEE)
  	user.visible_message("<span class='notice'>[user] knocks on [src].</span>", \
  		"<span class='notice'>You knock on [src].</span>")
  	add_fingerprint(user)
  	playsound(src, 'sound/effects/Glassknock.ogg', 50, TRUE)
  
  /obj/structure/window/attack_paw(mob/user)
  	return attack_hand(user)
  
negative.code: 	user.changeNext_move(CLICK_CD_MELEE)
  	user.visible_message("<span class='notice'>Something knocks on [src].</span>")
  	add_fingerprint(user)
  	playsound(src, knocksound, 50, TRUE)
  
  /obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
  	if(!can_be_reached(user))
  