anchor.diff:  	var/height = 0							//the 'height' of the ladder. higher numbers are considered physically higher
   	var/obj/structure/ladder/down = null	//the ladder below this one
   	var/obj/structure/ladder/up = null		//the ladder above this one
  +	var/auto_connect = FALSE
   
   /obj/structure/ladder/unbreakable //mostly useful for awaymissions to prevent halting progress in a mission
   	name = "sturdy ladder"
  
positive.code: 	return INITIALIZE_HINT_LATELOAD
  
  /obj/structure/ladder/Destroy()
  	GLOB.ladders -= src
  	. = ..()
  
  /obj/structure/ladder/LateInitialize()
  	for(var/obj/structure/ladder/L in GLOB.ladders)
  		if(L.id == id)
  			if(L.height == (height - 1))
  				down = L
  				continue
  
negative.code: 		. = ..()
  	else
  		return QDEL_HINT_LETMELIVE
  
  /obj/structure/ladder/auto_connect //They will connect to ladders with the same X and Y without needing to share an ID
  	auto_connect = TRUE