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Girder health/laserkill fix
Allows girders to be broken by repeated laser shots to stop abuse against laserfire. Also, for actually being able to lase through walls if they're open. Resolves issue #3796
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@@ -4,6 +4,18 @@
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density = 1
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layer = 2
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var/state = 0
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var/health = 200
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bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj, /obj/item/projectile/beam))
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health -= Proj.damage
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..()
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if(health <= 0)
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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return
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attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench) && state == 0)
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@@ -183,10 +195,12 @@
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/obj/structure/girder/displaced
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icon_state = "displaced"
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anchored = 0
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health = 50
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/obj/structure/girder/reinforced
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icon_state = "reinforced"
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state = 2
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health = 500
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/obj/structure/cultgirder
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icon= 'icons/obj/cult.dmi'
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@@ -194,6 +208,7 @@
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anchored = 1
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density = 1
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layer = 2
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var/health = 250
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attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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@@ -220,6 +235,14 @@
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if(prob(40))
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del(src)
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bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
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health -= Proj.damage
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..()
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if(health <= 0)
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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return
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ex_act(severity)
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switch(severity)
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