anchor.diff:  	return !density
   
   /obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
  -	health -= Proj.damage
  -	..()
  -	if(health <= 0)
  -		deflate(1)
  -	return
  +	..()
  +	hit(Proj.damage)
   
   /obj/structure/inflatable/ex_act(severity)
   	switch(severity)
  
positive.code: 
  /obj/structure/inflatable/door/proc/Open()
  	isSwitchingStates = 1
  	//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
  	flick("door_opening",src)
  	sleep(10)
  	density = 0
  
negative.code: 		if(do_mob(user, src, 20))
  			user << "<span class='notice'>You fix the [src] using the ducttape!</span>"
  			T.use(2)
  			new fixedtype(user.loc)
  			qdel(src)
  
  /obj/item/inflatable/torn/door
  	name = "torn inflatable door"
  	desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable."
  	icon = 'icons/obj/inflatable.dmi'
  	icon_state = "folded_door_torn"
  	fixedtype = /obj/item/inflatable/door
  
  /obj/item/weapon/storage/inflatable
  	name = "inflatable barrier box"
  