anchor.diff:  	max_combined_w_class = 21
   	w_class = 3
   
  -	New()
  -		..()
  -		new /obj/item/inflatable/door(src)
  -		new /obj/item/inflatable/door(src)
  -		new /obj/item/inflatable/door(src)
  -		new /obj/item/inflatable(src)
  -		new /obj/item/inflatable(src)
  -		new /obj/item/inflatable(src)
  -		new /obj/item/inflatable(src)+/obj/item/weapon/storage/briefcase/inflatable/New()
  +	..()
  +	new /obj/item/inflatable/door(src)
  +	new /obj/item/inflatable/door(src)
  +	new /obj/item/inflatable/door(src)
  +	new /obj/item/inflatable(src)
  +	new /obj/item/inflatable(src)
  +	new /obj/item/inflatable(src)
  +	new /obj/item/inflatable(src)
  
positive.code: 	var/state = 0 //closed, 1 == open
  	var/isSwitchingStates = 0
  
  	//Bumped(atom/user)
  	//	..()
  	//	if(!state)
  	//		return TryToSwitchState(user)
  	//	return
  
  	attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
  		if(isAI(user)) //so the AI can't open it
  			return
  		else if(isrobot(user)) //but cyborgs can
  			if(get_dist(user,src) <= 1) //not remotely though
  				return TryToSwitchState(user)
  
  	attack_hand(mob/user as mob)
  		return TryToSwitchState(user)
  
  	CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
  		if(air_group)
  			return state
  		if(istype(mover, /obj/effect/beam))
  			return !opacity
  		return !density
  
  	proc/TryToSwitchState(atom/user)
  		if(isSwitchingStates) return
  		if(ismob(user))
  			var/mob/M = user
  			if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
  			if(M.client)
  				if(iscarbon(M))
  					var/mob/living/carbon/C = M
  					if(!C.handcuffed)
  						SwitchState()
  				else
  					SwitchState()
  		else if(istype(user, /obj/mecha))
  			SwitchState()
  
  	proc/SwitchState()
  		if(state)
  			Close()
  		else
  			Open()
  		air_update_turf()
  
  	proc/Open()
  		isSwitchingStates = 1
  		//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
  		flick("door_opening",src)
  		sleep(10)
  		density = 0
  		opacity = 0
  		state = 1
  		update_icon()
  		isSwitchingStates = 0
  
  	proc/Close()
  		isSwitchingStates = 1
  		//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
  		flick("door_closing",src)
  		sleep(10)
  		density = 1
  		opacity = 0
  		state = 0
  		update_icon()
  		isSwitchingStates = 0
  
  	update_icon()
  		if(state)
  			icon_state = "door_open"
  		else
  			icon_state = "door_closed"
  
  	deflate(var/violent=0)
  		playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
  		if(violent)
  			visible_message("[src] rapidly deflates!")
  			var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
  			src.transfer_fingerprints_to(R)
  			qdel(src)
  		else
  			//user << "\blue You slowly deflate the inflatable wall."
  			visible_message("[src] slowly deflates.")
  			spawn(50)
  				var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
  				src.transfer_fingerprints_to(R)
  				qdel(src)
  
  
  /obj/item/inflatable/torn
  	name = "torn inflatable wall"
  
negative.code: 	icon_state = "folded_wall"
  	w_class = 3.0
  
  /obj/item/inflatable/attack_self(mob/user)
  	playsound(loc, 'sound/items/zip.ogg', 75, 1)
  	user << "\blue You inflate [src]."
  	var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
  	src.transfer_fingerprints_to(R)
  	R.add_fingerprint(user)
  	qdel(src)
  
  /obj/structure/inflatable
  	name = "inflatable wall"
  