anchor.diff:  			spark_system.start()
   			playsound(src.loc, "sparks", 50, 1)
   			playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
  -			visible_message("\blue The glass door was sliced open by [user]!")
  +			visible_message("<span class='warning'> The glass door was sliced open by [user]!</span>")
   			open(2)
   			emagged = 1
   			return 1
   		open()
   		emagged = 1
   		return 1
  -
  -	//If it's a weapon, smash windoor. Unless it's a crowbar, an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
  -	if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card) && !istype(I, /obj/item/weapon/crowbar))
  -		user.changeNext_move(8)
  -		var/aforce = I.force
  -		if(I.damtype == BRUTE || I.damtype == BURN)
  -			src.health = max(0, src.health - aforce)
  -		playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
  -		visible_message("<span class='danger'>\The [src] has been hit by [user] with [I].</span>")
  -		if (src.health <= 0)
  -			new /obj/item/weapon/shard(src.loc)
  -			new /obj/item/weapon/shard(src.loc)
  -			new /obj/item/stack/rods(src.loc, 2)
  -			new /obj/item/stack/cable_coil(src.loc, 2)
  -			src.density = 0
  -			qdel(src)
  -		return
   	
  -	if(istype(I, /obj/item/weapon/crowbar))
  +	//If windoor is unpowered, crowbar, fireaxe and armblade can force it.
  +	if(istype(I, /obj/item/weapon/crowbar) || istype(I, /obj/item/weapon/twohanded/fireaxe) || istype(I, /obj/item/weapon/melee/arm_blade) )
   		if(stat & NOPOWER)
   			if(src.density)
   				open(2)
   			else
   				close(2)
  -		else
  -			user << "<span class='warning'> The [src.name]'s motors resist your efforts to force it.</span>"
  -
  +			return
  +
  +	//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
  +	if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card) )
  +		user.changeNext_move(8)
  +		var/aforce = I.force
  +		playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
  +		visible_message("<span class='danger'>\The [src] has been hit by [user] with [I].</span>")
  +		if(I.damtype == BURN || I.damtype == BRUTE)
  +			take_damage(aforce)
  +		return
  +	
   	src.add_fingerprint(user)
   	if (!src.requiresID())
   		//don't care who they are or what they have, act as if they're NOTHING
  
positive.code: 		if(src.operating)
  			return
  		user.changeNext_move(8)
  		src.health = max(0, src.health - 25)
  		playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
  		visible_message("\red <B>[user] smashes against the [src.name].</B>")
  		if (src.health <= 0)
  			new /obj/item/weapon/shard(src.loc)
  			var/obj/item/stack/cable_coil/CC = new /obj/item/stack/cable_coil(src.loc)
  			CC.amount = 2
  			src.density = 0
  			qdel(src)
  	else
  		return src.attack_hand(user)
  
  
negative.code: 	src.health = max(0, src.health - damage)
  	if (src.health <= 0)
  		new /obj/item/weapon/shard(src.loc)
  		new /obj/item/weapon/shard(src.loc)
  		new /obj/item/stack/rods(src.loc, 2)
  		new /obj/item/stack/cable_coil(src.loc, 2)
  		src.density = 0
  		qdel(src)
  		return
  