anchor.diff:  	name = "reinforced wall"
   	desc = "A huge chunk of reinforced metal used to seperate rooms."
   	icon_state = "r_wall"
  +	walltype = "rwall"
  +	walltype2 = "metal"
   
   /obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
   	var/turf/T = get_turf(src)
  
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(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(walltype == W.walltype)
  				junction |= get_dir(src,W)
  	icon_state = "[walltype][junction]"
  	return
  
negative.code: 	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()
  	..()
  
  