anchor.diff:  	if(!disassembled)
   		playsound(src, breaksound, 70, 1)
   		if(!(flags_1 & NODECONSTRUCT_1))
  -			if(spawn_cleanable_shards)
  -				new /obj/effect/decal/cleanable/glass(get_turf(src))
  -			for(var/i in debris)
  -				var/obj/item/I = i
  -				I.forceMove(drop_location())
  -				transfer_fingerprints_to(I)
  -				debris -= I
  +			for(var/obj/item/shard/debris in spawnDebris(drop_location()))
  +				transfer_fingerprints_to(debris) // transfer fingerprints to shards only
   	qdel(src)
   	update_nearby_icons()
   
  +/obj/structure/window/proc/spawnDebris(location)
  +	. = list()
  +	. += new /obj/item/shard(location)
  +	. += new /obj/effect/decal/cleanable/glass(location)
  +	if (reinf)
  +		. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
   
   /obj/structure/window/proc/can_be_rotated(mob/user,rotation_type)
   	if(anchored)
  
positive.code: 
  /obj/structure/window/reinforced/clockwork/narsie_act()
  	take_damage(rand(25, 75), BRUTE)
  	if(src)
  		var/previouscolor = color
  		color = "#960000"
  		animate(src, color = previouscolor, time = 8)
  
negative.code: 	var/breaksound = "shatter"
  	var/hitsound = 'sound/effects/Glasshit.ogg'
  	var/rad_insulation = RAD_VERY_LIGHT_INSULATION
  
  /obj/structure/window/examine(mob/user)
  	..()
  