anchor.diff:  			user << "<span class='notice'>The wall is far too cluttered to place a poster!</span>"
   			return
   
  -	user << "<span class='notice'>You start placing the poster on the wall...</span>" //Looks like it's uncluttered enough. Place the poster.
  +	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
  
positive.code: 		return
  
  
  /obj/structure/sign/poster/attack_hand(mob/user as mob)
  	if(ruined)
  		return
  	var/temp_loc = user.loc
  
negative.code: 	var/obj/structure/sign/poster/resulting_poster = null //The poster that will be created is initialised and stored through contraband/poster's constructor
  
  
  /obj/item/weapon/contraband/poster/New(turf/loc, given_serial = 0)
  	if(given_serial == 0)
  		serial_number = rand(1, NUM_OF_POSTER_DESIGNS)
  		resulting_poster = new(serial_number)
  