anchor.diff:  			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)
  
positive.code: 	name = "displaced girder"
  	icon_state = "displaced"
  	anchored = 0
  	state = 3
  	girderpasschance = 25
  
  /obj/structure/girder/reinforced
  	name = "reinforced girder"
  	icon_state = "reinforced"
  	state = 2
  	girderpasschance = 0
  
  /obj/structure/girder/reinforced/ex_act(severity, target)
  
negative.code: #define GIRDER_NORMAL 0
  #define GIRDER_REINF_STRUTS 1
  #define GIRDER_REINF 2
  #define GIRDER_DISPLACED 3
  
  /obj/structure/girder
  	name = "girder"
  	icon_state = "girder"
  	anchored = 1
  	density = 1
  	layer = 2
  	var/state = GIRDER_NORMAL
  	var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
  
  /obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob, params)
  	add_fingerprint(user)
  	if(istype(W, /obj/item/weapon/weldingtool) && state == GIRDER_DISPLACED)
  		var/obj/item/weapon/weldingtool/WT = W
  		if(WT.remove_fuel(0,user))
  			playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
  			user.visible_message("<span class='warning'>[user] disassembles the girder.</span>", \
  								"You start to disassemble the girder...", "You hear welding and clanking.")
  			var oldloc = src.loc
  			if(do_after(user, 40))
  				if( !WT.isOn() )
  					return
  				if(src.loc!=oldloc)
  					return
  				user << "<span class='notice'>You disassemble the girder.</span>"
  				var/obj/item/stack/sheet/metal/M = new (loc, 2)
  				M.add_fingerprint(user)
  				qdel(src)
  
  	else if(istype(W, /obj/item/weapon/wrench) && state == GIRDER_DISPLACED)
  		if (!istype(src.loc, /turf/simulated/floor))
  			usr << "<span class='warning'>A floor must be present to secure the girder!</span>"
  			return
  