anchor.diff:  	icon = 'icons/obj/inflatable.dmi'
   	icon_state = "folded_wall"
   	w_class = 2
  +	var/structuretype = /obj/structure/inflatable
   
   /obj/item/inflatable/attack_self(mob/user)
   	playsound(loc, 'sound/items/zip.ogg', 75, 1)
   	user << "<span class='notice'>You inflate [src].</span>"
  -	var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
  +	var/obj/structure/inflatable/R = new structuretype(user.loc)
   	transfer_fingerprints_to(R)
   	R.add_fingerprint(user)
   	qdel(src)
  
positive.code: 		if(do_mob(user, src, 20))
  			user << "<span class='notice'>You fix the [src] using the ducttape!</span>"
  			T.use(2)
  			new /obj/item/inflatable(user.loc)
  			qdel(src)
  
  /obj/item/inflatable/door/torn
  	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"
  
  /obj/item/inflatable/door/torn/attack_self(mob/user)
  	user << "<span class='warning'>The inflatable door is too torn to be inflated, fix it with something!</span>"
  	add_fingerprint(user)
  
  
  /obj/item/inflatable/door/torn/attackby(obj/item/I, mob/user)
  	if(istype(I, /obj/item/stack/ducttape))
  		var/obj/item/stack/ducttape/T = I
  		if(T.amount < 2)
  			user << "<span class='danger'>There is not enough tape!</span>"
  			return
  		user << "<span class='notice'>You begin fixing the [src]!</span>"
  		playsound(user, 'sound/items/ducttape1.ogg', 50, 1)
  		if(do_mob(user, src, 25))
  			user << "<span class='notice'>You fix the [src] using the ducttape!</span>"
  			T.use(2)
  			new /obj/item/inflatable/door(user.loc)
  			qdel(src)
  
  /obj/item/weapon/storage/inflatable
  	name = "inflatable barrier box"
  
negative.code: /obj/structure/inflatable/blob_act()
  	deflate(1)
  
  /obj/structure/inflatable/attack_hand(mob/user)
  	add_fingerprint(user)
  	..()
  
  /obj/structure/inflatable/proc/attack_generic(mob/user, damage as num)
  	health -= damage
  	if(health <= 0)
  		user.visible_message("<span class='danger'>[user] tears open [src]!</span>")
  		deflate(1)
  	else
  		user.visible_message("<span class='danger'>[user] tears at [src]!</span>")
  
  /obj/structure/inflatable/attack_alien(mob/user)
  	if(islarva(user))
  		return
  	attack_generic(user, 15)
  
  /obj/structure/inflatable/attack_animal(mob/user)
  	if(!isanimal(user))
  		return
  	var/mob/living/simple_animal/M = user
  