anchor.diff:  		src.operating = 0
   	return 1
   
  -/obj/machinery/door/window/close()
  -	if (src.operating || emagged || (stat & NOPOWER))
  +/obj/machinery/door/window/close(var/forced=0)
  +	if (src.operating)
   		return 0
  +	if(forced < 2)
  +		if(emagged || (stat & NOPOWER))
  +			return 0
   	src.operating = 1
   	flick(text("[]closing", src.base_state), src)
   	playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
  
positive.code: 			visible_message("\blue The glass door was sliced open by [user]!")
  		flick("[src.base_state]spark", src)
  		sleep(6)
  		open()
  		return 1
  
  	//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
  		if(I.damtype == BRUTE || I.damtype == BURN)
  
negative.code: 	else
  		return 1
  
  /obj/machinery/door/window/open(var/forced=0)
  	if (src.operating == 1) //doors can still open when emag-disabled
  		return 0
  	if (!ticker)
  		return 0
  	if(forced < 2)
  		if(stat & NOPOWER) || emagged)
  			return 0
  	if(!src.operating) //in case of emag
  		src.operating = 1
  	flick(text("[]opening", src.base_state), src)
  