anchor.diff:  	if(P)
   		..()
   		take_damage(P.damage*ranged_damage_modifier)
  -		visible_message("<span class='warning'>The [src] is hit by [P]!</span>")
  +		visible_message("<span class='warning'>\The [src] is hit by [P]!</span>")
   
   /obj/structure/barricade/ex_act(severity, target)
   	switch(severity)
   		if(1)
  -			visible_message("<span class='warning'>The [src] is blown apart!</span>")
  +			visible_message("<span class='warning'>\The [src] is blown apart!</span>")
   			qdel(src)
   		if(2)
  -			take_damage(25, message = "<span class='warning'>The [src] is blown apart!</span>")
  +			take_damage(25, message = "<span class='warning'>\The [src] is blown apart!</span>")
   
   /obj/structure/barricade/blob_act()
  -	take_damage(25, leave_debris = 0, message = "<span class='warning'>The blob eats through the [src]!</span>")
  +	take_damage(25, leave_debris = 0, message = "<span class='warning'>The blob eats through \the [src]!</span>")
   
   
   /obj/structure/barricade/CanPass(atom/movable/mover, turf/target, height=0)//So bullets will fly over and stuff.
  
positive.code: 	var/maxhealth = 100
  	var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
  	var/ranged_damage_modifier = 1 //Multiply for ranged damage
  	var/debris_type
  
  
  
negative.code: 	new /obj/structure/barricade/security(get_turf(src.loc))
  	switch(mode)
  		if(VERTICAL)
  			var/target_turf = get_step(src, NORTH)
  			if(!(is_blocked_turf(target_turf)))
  				new /obj/structure/barricade/security(target_turf)
  
  			var/target_turf2 = get_step(src, SOUTH)
  			if(!(is_blocked_turf(target_turf2)))
  				new /obj/structure/barricade/security(target_turf2)
  		if(HORIZONTAL)
  			var/target_turf = get_step(src, EAST)
  			if(!(is_blocked_turf(target_turf)))
  				new /obj/structure/barricade/security(target_turf)
  
  			var/target_turf2 = get_step(src, WEST)
  			if(!(is_blocked_turf(target_turf2)))
  				new /obj/structure/barricade/security(target_turf2)
  	qdel(src)
  
  /obj/item/weapon/grenade/barrier/ui_action_click()
  	toggle_mode(usr)
  
  
  #undef SINGLE
  #undef VERTICAL
  #undef HORIZONTAL
  
  #undef METAL
  #undef WOOD
  #undef SAND
  