anchor.diff:  		. = ..()
   	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
positive.code: 	else	//wtf make your ladders properly assholes
  		icon_state = "ladder00"
  
  /obj/structure/ladder/proc/go_up(mob/user,is_ghost)
  	if(!is_ghost)
  		show_fluff_message(1,user)
  		up.add_fingerprint(user)
  	user.loc = get_turf(up)
  
  /obj/structure/ladder/proc/go_down(mob/user,is_ghost)
  	if(!is_ghost)
  		show_fluff_message(0,user)
  		down.add_fingerprint(user)
  	user.loc = get_turf(down)
  
  /obj/structure/ladder/proc/use(mob/user,is_ghost=0)
  	if(up && down)
  		switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
  			if("Up")
  				go_up(user,is_ghost)
  			if("Down")
  				go_down(user,is_ghost)
  			if("Cancel")
  				return
  	else if(up)
  		go_up(user,is_ghost)
  	else if(down)
  		go_down(user,is_ghost)
  	else
  		to_chat(user, "<span class='warning'>[src] doesn't seem to lead anywhere!</span>")
  
  
negative.code: 	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"
  