<commit_before>/obj/structure/girder
	name = "girder"
	icon_state = "girder"
	anchored = 1
	density = 1
	layer = 2
	var/state = 0 //state 0 = normal girder, state 1 = no idea, state 2 = reinforced girder, state 3 = displaced/dislodged girder
	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 == 3)
		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.")
			if(do_after(user, 40))
				if( !WT.isOn() )
					return
				if(!src.loc)
					return
				user << "<span class='notice'>You disassemble the girder.</span>"
				var/obj/item/stack/sheet/metal/M = new (loc, 2)
				transfer_fingerprints_to(M)
				qdel(src)

	else if(istype(W, /obj/item/weapon/wrench) && state == 3 && 4)
		if (!istype(src.loc, /turf/simulated/floor))
			usr << "<span class='warning'>A floor must be present to secure the girder!</span>"
			return
		playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
		user << "<span class='notice'>You start securing the girder...</span>"
		var oldloc = src.loc
		if(do_after(user, 40))
			if(src.loc!=oldloc)
				return
			user << "<span class='notice'>You secure the girder.</span>"
			var/obj/structure/girder/G = new (loc)
			transfer_fingerprints_to(G)
			qdel(src)

	else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))<commit_msg>Changed to only user's fingerprints get to the new metal after disassembly.<commit_after>/obj/structure/girder
	name = "girder"
	icon_state = "girder"
	anchored = 1
	density = 1
	layer = 2
	var/state = 0 //state 0 = normal girder, state 1 = no idea, state 2 = reinforced girder, state 3 = displaced/dislodged girder
	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 == 3)
		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.")
			if(do_after(user, 40))
				if( !WT.isOn() )
					return
				if(!src.loc)
					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 == 3 && 4)
		if (!istype(src.loc, /turf/simulated/floor))
			usr << "<span class='warning'>A floor must be present to secure the girder!</span>"
			return
		playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
		user << "<span class='notice'>You start securing the girder...</span>"
		var oldloc = src.loc
		if(do_after(user, 40))
			if(src.loc!=oldloc)
				return
			user << "<span class='notice'>You secure the girder.</span>"
			var/obj/structure/girder/G = new (loc)
			transfer_fingerprints_to(G)
			qdel(src)

	else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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