anchor.diff:  
   /obj/structure/closet/crate/large/attackby(obj/item/W, mob/user, params)
   	if(istype(W, /obj/item/crowbar))
  -		var/turf/T = get_turf(src)
   		if(manifest)
   			tear_manifest(user)
   
  
positive.code: /obj/structure/closet/crate/large
  	name = "large crate"
  	desc = "A hefty wooden crate."
  	icon_state = "largecrate"
  	density = TRUE
  	material_drop = /obj/item/stack/sheet/mineral/wood
  	delivery_icon = "deliverybox"
  
  /obj/structure/closet/crate/large/attack_hand(mob/user)
  	. = ..()
  	if(.)
  		return
  	add_fingerprint(user)
  	if(manifest)
  		tear_manifest(user)
  
negative.code: 							 "<span class='italics'>You hear splitting wood.</span>")
  		playsound(src.loc, 'sound/weapons/slashmiss.ogg', 75, 1)
  
  		var/turf/T = get_turf(src)
  		for(var/i in 1 to material_drop_amount)
  			new material_drop(src)
  		for(var/atom/movable/AM in contents)
  			AM.forceMove(T)
  
  		qdel(src)
  
  	else
  		if(user.a_intent == INTENT_HARM)	//Only return  ..() if intent is harm, otherwise return 0 or just end it.
  			return ..()						//Stops it from opening and turning invisible when items are used on it.
  
  		else
  			to_chat(user, "<span class='warning'>You need a crowbar to pry this open!</span>")
  			return FALSE //Just stop. Do nothing. Don't turn into an invisible sprite. Don't open like a locker.
  					//The large crate has no non-attack interactions other than the crowbar, anyway.