anchor.diff:  	if(T)
   		if(istype(T, /turf/simulated/floor))
   			T.blocks_air = 0
  -	return ..()
  +	return ..()
positive.code: 	if(istype(A) && A.checkpass(PASSGLASS))
  		return prob(60)
  
  	var/obj/structure/stool/bed/B = A
  	if (istype(A, /obj/structure/stool/bed) && (B.buckled_mob || B.density))//if it's a bed/chair and is dense or someone is buckled, it will not pass
  		return 0
  
  	if (istype(A, /obj/structure/closet/cardboard))
  
negative.code: 		if(!M.lying && !M.ventcrawler && M.mob_size != MOB_SIZE_TINY)	//If your not laying down, or a ventcrawler or a small creature, no pass.
  			return 0
  	return ..()
  
  /obj/structure/plasticflaps/attackby(obj/item/weapon/W, mob/user, params)
  	user.changeNext_move(CLICK_CD_MELEE)
  	..()
  
  /obj/structure/plasticflaps/ex_act(severity)
  	..()
  