anchor.diff:  	else
   		icon_state = "door_closed"
   
  -/obj/structure/inflatable/door/deflate(var/violent=0)
  -	playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
  -	if(violent)
  -		visible_message("<span class='danger'>[src] rapidly deflates!</span>")
  -		var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
  -		src.transfer_fingerprints_to(R)
  -		qdel(src)
  -	else
  -		visible_message("<span class='danger'>[src] slowly deflates.</span>")
  -		spawn(50)
  -			var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
  -			src.transfer_fingerprints_to(R)
  -			qdel(src)
  +/obj/structure/inflatable/door/deflate(violent)
  +	..()
   	air_update_turf(1)
   
   /obj/item/inflatable/torn
  
positive.code: 	desc = "A folded membrane which rapidly expands into a simple door on activation."
  	icon = 'icons/obj/inflatable.dmi'
  	icon_state = "folded_door"
  
  /obj/item/inflatable/door/attack_self(mob/user)
  	playsound(loc, 'sound/items/zip.ogg', 75, 1)
  	user << "<span class='notice'> You inflate [src].</span>"
  	var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
  	src.transfer_fingerprints_to(R)
  	R.add_fingerprint(user)
  	qdel(src)
  
  /obj/structure/inflatable/door //Based on mineral door code
  	name = "inflatable door"
  	density = 1
  	anchored = 1
  	opacity = 0
  
  	icon = 'icons/obj/inflatable.dmi'
  	icon_state = "door_closed"
  
  	var/state = 0 //closed, 1 == open
  	var/isSwitchingStates = 0
  
  /obj/structure/inflatable/door/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)
  
  /obj/structure/inflatable/door/attack_hand(mob/user as mob)
  	return TryToSwitchState(user)
  
  /obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
  
negative.code: 	density = 1
  	anchored = 1
  	opacity = 0
  	icon = 'icons/obj/inflatable.dmi'
  	icon_state = "wall"
  	var/health = 50
  	var/torntype = /obj/item/inflatable/torn
  	var/itemtype = /obj/item/inflatable
  
  /obj/structure/inflatable/New(location)
  	..()
  