anchor.diff:  	name = "displaced girder"
   	icon_state = "displaced"
   	anchored = 0
  -	state = 3
  +	state = GIRDER_DISPLACED
   	girderpasschance = 25
   
   /obj/structure/girder/reinforced
   	name = "reinforced girder"
   	icon_state = "reinforced"
  -	state = 2
  +	state = GIRDER_REINF
   	girderpasschance = 0
   
   /obj/structure/girder/reinforced/ex_act(severity, target)
  
positive.code: 				qdel(src)
  			else
  				if(S.amount < 2) return ..()
  				user << "<span class='notice'>Now adding plating...</span>"
  				if (do_after(user,40))
  					if(!src.loc || !S || S.amount < 2)
  						return
  
negative.code: 			if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
  				if(!anchored)
  					if (S.use(2))
  						user << "<span class='notice'>You start building a false wall...</span>"
  						var oldloc = src.loc
  						if(do_after(user, 20))
  							if(src.loc!=oldloc)
  								return
  						user << "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>"
  						var/obj/structure/falsewall/F = new (loc)
  						transfer_fingerprints_to(F)
  