anchor.diff:  	user << "<span class='notice'>You start placing the poster on the wall...</span>" //Looks like it's uncluttered enough. Place the poster.
   
   	//declaring D because otherwise if P gets 'deconstructed' we lose our reference to P.resulting_poster
  -	var/obj/structure/sign/poster/D = P.resulting_poster
  +	var/obj/structure/sign/poster/D = new(P.serial_number)
   
   	var/temp_loc = user.loc
   	flick("poster_being_set",D)
  
positive.code: 		playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
  		if(ruined)
  			user << "<span class='notice'>You remove the remnants of the poster.</span>"
  		else
  			user << "<span class='notice'>You carefully remove the poster from the wall.</span>"
  			roll_and_drop(user.loc)
  		del(src)
  		return
  
  
  
negative.code: 
  /obj/structure/sign/poster/proc/roll_and_drop(turf/loc)
  	var/obj/item/weapon/contraband/poster/P = new(src, serial_number)
  	P.loc = newloc
  	src.loc = P
  	del(src)
  
  
  //seperated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby()
  /turf/simulated/wall/proc/place_poster(var/obj/item/weapon/contraband/poster/P, var/mob/user)
  
  	if(!istype(src,/turf/simulated/wall))
  		user << "\red You can't place this here!"
  		return
  
  	var/stuff_on_wall = 0
  	for(var/obj/O in contents) //Let's see if it already has a poster on it or too much stuff
  