anchor.diff:  	var/mutable_appearance/crack_overlay
   	var/real_explosion_block	//ignore this, just use explosion_block
   	var/breaksound = "shatter"
  +	var/knocksound = 'sound/effects/Glassknock.ogg'
  +	var/bashsound = 'sound/effects/Glassbash.ogg'
   	var/hitsound = 'sound/effects/Glasshit.ogg'
   	flags_ricochet = RICOCHET_HARD
   	receive_ricochet_chance_mod = 0.5
  
positive.code: 	CanAtmosPass = ATMOS_PASS_YES
  	resistance_flags = FLAMMABLE
  	armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
  	breaksound = 'sound/items/poster_ripped.ogg'
  	hitsound = 'sound/weapons/slashmiss.ogg'
  	var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
  
negative.code: 	user.changeNext_move(CLICK_CD_MELEE)
  	user.visible_message("<span class='notice'>Something knocks on [src].</span>")
  	add_fingerprint(user)
  	playsound(src, knocksound, 50, TRUE)
  
  /obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
  	if(!can_be_reached(user))
  