anchor.diff:  	icon_state = "folded_wall_torn"
   
   /obj/item/inflatable/torn/attack_self(mob/user)
  -	user << "<span class='warning'>The inflatable wall is too torn to be inflated!</span>"
  +	user << "<span class='warning'>The inflatable wall is too torn to be inflated, fix it with something!</span>"
   	add_fingerprint(user)
  +
  +/obj/item/inflatable/torn/attackby(obj/item/I, mob/user)
  +	if(istype(I, /obj/item/stack/ducttape))
  +		var/obj/item/stack/ducttape/T = I
  +		if(T.amount < 3)
  +			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, 20))
  +			user << "<span class='notice'>You fix the [src] using the ducttape!</span>"
  +			T.amount = T.amount - 3
  +			new /obj/item/inflatable(user.loc)
  +			qdel(src)
   
   /obj/item/inflatable/door/torn
   	name = "torn inflatable door"
  
positive.code: 	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!</span>"
  	add_fingerprint(user)
  
  /obj/item/weapon/storage/inflatable
  	name = "inflatable barrier box"
  
negative.code: 
  /obj/item/weapon/storage/inflatable/New()
  	..()
  	for(var/i = 0, i < 8, i ++)
  		new /obj/item/inflatable/door(src)
  	for(var/i = 0, i < 16, i ++)
  		new /obj/item/inflatable(src)