anchor.diff:  	icon = 'icons/turf/walls.dmi'
   	var/mineral = "metal"
   	var/walltype = "metal"
  +	var/walltype2 = "rwall" // So it also connects with rwalls, like regular walls do
   	var/opening = 0
   	density = 1
   	opacity = 1
   
   /obj/structure/falsewall/New()
  +	if(!walltype2)
  +		walltype2 = walltype
   	relativewall_neighbours()
   	..()
   
  
positive.code: 
  	for(var/turf/simulated/wall/W in orange(src,1))
  		if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
  			if(src.walltype == W.walltype)//Only 'like' walls connect -Sieve
  				junction |= get_dir(src,W)
  	for(var/obj/structure/falsewall/W in orange(src,1))
  		if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
  			if(src.walltype == W.walltype)
  				junction |= get_dir(src,W)
  	icon_state = "rwall[junction]"
  	return
  
negative.code: 
  	for(var/turf/simulated/wall/W in orange(src,1))
  		if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
  			if(walltype == W.walltype || walltype2 == W.walltype)//Only 'like' walls connect -Sieve
  				junction |= get_dir(src,W)
  	for(var/obj/structure/falsewall/W in orange(src,1))
  		if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
  			if(walltype == W.walltype || walltype2 == W.walltype)
  				junction |= get_dir(src,W)
  	icon_state = "[walltype][junction]"
  	return
  