anchor.diff:  	if(istype(mover, /obj/effect/beam))
   		return !opacity
   	return !density
  -	
  +
   /obj/structure/inflatable/door/CanAtmosPass(turf/T)
   	return !density
   
   /obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
  -	if(isSwitchingStates) 
  +	if(isSwitchingStates)
   		return
   	if(ismob(user))
   		var/mob/M = user
  -		if(world.time - user.last_bumped <= 60) 
  +		if(world.time - user.last_bumped <= 60)
   			return //NOTE do we really need that?
   		if(M.client)
   			if(iscarbon(M))
  
positive.code: 		src.transfer_fingerprints_to(R)
  		qdel(src)
  	else
  		//user << "\blue You slowly deflate the inflatable wall."
  		visible_message("[src] slowly deflates.")
  		spawn(50)
  			var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
  
negative.code: 	attack_generic(user, rand(10, 15))
  
  /obj/structure/inflatable/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
  	if(!istype(W))
  		return
  	if (can_puncture(W))
  		visible_message("\red <b>[user] pierces [src] with [W]!</b>")
  