anchor.diff:  	density = 0
   
   	update_nearby_tiles()
  -	for(var/obj/structure/window/w in range(src,1))
  -		w.relativewindow()
   
   	playsound(src, "shatter", 70, 1)
  +
  +	update_nearby_icons()
  +
   	..()
   
   /obj/structure/window/Move()
  
positive.code: 	src.health = max(0, src.health - tforce)
  	if (src.health <= 7 && !reinf)
  		src.anchored = 0
  		step(src, get_dir(AM, src))
  	if (src.health <= 0)
  		new /obj/item/weapon/shard( src.loc )
  
negative.code: 		icon_state = "window"
  
  	update_nearby_tiles(need_rebuild=1)
  	update_nearby_icons()
  
  	return
  
  