anchor.diff:  						"<span class='warning'>You scramble [src]'s lock, breaking it open!</span>",
   						"<span class='italics'>You hear a faint electrical spark.</span>")
   		playsound(src, "sparks", 50, 1)
  -		broken = 1
  +		broken = TRUE
   		locked = FALSE
   		update_icon()
   
  
positive.code: 
  /obj/structure/closet/proc/close(mob/living/user)
  	if(!opened || !can_close(user))
  		return 0
  	take_contents()
  	playsound(loc, close_sound, 15, 1, -3)
  	climb_time = initial(climb_time)
  	opened = FALSE
  	density = TRUE
  	update_icon()
  	return 1
  
  /obj/structure/closet/proc/toggle(mob/living/user)
  	if(opened)
  
negative.code: /obj/structure/closet/proc/dive_into(mob/living/user)
  	var/turf/T1 = get_turf(user)
  	var/turf/T2 = get_turf(src)
  	if(!opened)
  		if(locked)
  			togglelock(user, TRUE)
  		if(!open(user))
  			to_chat(user, "<span class='warning'>It won't budge!</span>")
  			return
  	step_towards(user, T2)
  	T1 = get_turf(user)
  	if(T1 == T2)
  		user.resting = TRUE //so people can jump into crates without slamming the lid on their head
  		if(!close(user))
  			to_chat(user, "<span class='warning'>You can't get [src] to close!</span>")
  			user.resting = FALSE
  			return
  