/obj/structure/barricade/wooden name = "wooden barricade" desc = "A wall made out of wooden planks nailed together. Not very sturdy, but can provide some concealment." icon_state = "wooden" health = 100 maxhealth = 100 layer = OBJ_LAYER stack_type = /obj/item/stack/material/wood stack_amount = 5 build_amt = 5 destroyed_stack_amount = 3 barricade_hitsound = 'sound/effects/woodhit.ogg' can_change_dmg_state = 0 barricade_type = "wooden" can_wire = FALSE metallic = FALSE /obj/structure/barricade/wooden/attackby(obj/item/attacking_item, mob/user) if(istype(attacking_item, /obj/item/stack/material/wood)) var/obj/item/stack/material/wood/D = attacking_item if(health < maxhealth) if(D.get_amount() < 1) to_chat(user, SPAN_WARNING("You need one plank of wood to repair [src].")) return visible_message(SPAN_NOTICE("[user] begins to repair [src].")) if(do_after(user, 2 SECONDS, src, DO_REPAIR_CONSTRUCT) && (health < maxhealth)) if(D.use(1)) update_health(-0.5*maxhealth) update_damage_state() visible_message(SPAN_NOTICE("[user] clumsily repairs [src].")) return . = ..()