anchor.diff:  						playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
   				else
   					user << "<span class='notice'>[src] is already in good condition.</span>"
  -		else if(istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/rglass/cyborg))
  -			if(istype(W,/obj/item/stack/sheet/rglass))
  -				var/obj/item/stack/sheet/rglass/GL = W
  -			if(istype(W,/obj/item/stack/sheet/rglass/cyborg))
  -				var/obj/item/stack/sheet/rglass/cyborg/GL = W
  +		else if(istype(W,/obj/item/stack/sheet/rglass))
  +			var/obj/item/stack/sheet/rglass/GL = W
   			if(health <= 0)
   				if(GL.use(2))
   					user << "<span class='notice'>You repair [src].</span>"
  
positive.code: 					playsound(loc, 'sound/items/Deconstruct.ogg', 40, 1)
  				else
  					user << "<span class='notice'>You need more glass.</span>"
  
  		else if(stat & BROKEN)//No hitting it after it breaks
  			return 0
  		else if(..())//Could crowbar it or such so stop here
  
negative.code: 		//if(SSpower.defer_powernet_rebuild <= 0)//This is a very ugly hack to make it not use message when a bomb goes off.  Its needed for the moment, will fix later
  		visible_message("\red [src] breaks!")//Add something to prevent a bomb from causing this to run
  		Del()
  		return