anchor.diff:  	shatter()
   
   /obj/structure/window/narsie_act()
  -	color = "#7D1919"
  +	var/evil_color = "#7D1919"
  +	color = evil_color
  +	for(var/obj/item/weapon/shard/shard in debris)
  +		shard.color = evil_color
   
   /obj/structure/window/singularity_pull(S, current_size)
   	if(current_size >= STAGE_FIVE)
  
positive.code: 		return
  	playsound(src, "shatter", 70, 1)
  	var/turf/T = loc
  	var/produced_items = list()
  
  	if(!(flags & NODECONSTRUCT))
  		var/shards = 1
  		if(fulltile)
  			shards++
  		var/rods = 0
  		if(reinf)
  			rods++
  			if(fulltile)
  				rods++
  
  		for(var/i in 1 to shards)
  			produced_items += new /obj/item/weapon/shard(src)
  		if(rods)
  			produced_items += new /obj/item/stack/rods(src, rods)
  
  	for(var/i in produced_items)
  		var/obj/item/I = i
  
  		I.loc = T
  		transfer_fingerprints_to(I)
  	qdel(src)
  	update_nearby_icons()
  
  
negative.code: 	ini_dir = dir
  	air_update_turf(1)
  
  	// Precreate our own debris
  
  	var/shards = 1
  	if(fulltile)
  		shards++
  	var/rods = 0
  	if(reinf)
  		rods++
  		if(fulltile)
  			rods++
  
  	for(var/i in 1 to shards)
  		debris += new /obj/item/weapon/shard(src)
  	if(rods)
  		debris += new /obj/item/stack/rods(src, rods)
  
  
  /obj/structure/window/bullet_act(obj/item/projectile/P)
  	. = ..()
  