//HANDRAIL - Ported from Dymouth Gulch /obj/structure/fence/handrail name = "handrail" desc = "A waist high handrail, perhaps you could climb over it." icon = 'modular_splurt/icons/obj/fence.dmi' icon_state = "handrail" cuttable = FALSE climbable = TRUE max_integrity = 100 var/health = 70 var/maxhealth = 70 resistance_flags = ACID_PROOF armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100) CanAtmosPass = ATMOS_PASS_PROC var/breaksound = "shatter" var/hitsound = 'sound/effects/Glasshit.ogg' icon_state = "handrail" /obj/structure/fence/handrail/handrail_end icon_state = "handrail_end" cuttable = FALSE climbable = TRUE /obj/structure/fence/handrail/handrail_corner icon_state = "handrail_corner" cuttable = FALSE climbable = TRUE /obj/structure/fence/handrail/examine(mob/user) . = ..() if(health < maxhealth) switch(health / maxhealth) if(0.0 to 0.5) . += span_warning("It looks severely damaged!") if(0.25 to 0.5) . += span_warning("It looks damaged!") if(0.5 to 1.0) . += span_notice("It has a few scrapes and dents.") /obj/structure/fence/handrail/take_damage(amount) health -= amount if(health <= 0) visible_message(span_warning("\The [src] breaks down!")) playsound(src, 'sound/effects/grillehit.ogg', 50, 1) new /obj/item/stack/rods(get_turf(src)) qdel(src)