anchor.diff:  			stored_corpse.ckey = src.ckey
   		qdel(src)
   		return
  +	src << "<span class='userdanger'>You're down, but not quite out. You'll be back on your feet within a minute or two.</span>"
   	spawn(rand(800,1200))
   		visible_message("<span class='danger'>[src] staggers to their feet!</span>")
   		src.revive()
  
positive.code: /mob/living/simple_animal/hostile/zombie/proc/Zombify(mob/living/carbon/human/H)
  	H.set_species(/datum/species/zombie)
  	var/mob/living/simple_animal/hostile/zombie/Z = new /mob/living/simple_animal/hostile/zombie(H.loc)
  	Z.overlays = H.get_overlays_copy(list(L_HAND_LAYER,R_HAND_LAYER))
  	Z.icon_state = target.icon_state
  	Z.overlays = target.overlays
  	Z.name = H.name
  	if(H.ckey)
  		Z.ckey = H.ckey
  	H.stat = DEAD
  	H.loc = Z
  	Z.stored_corpse = H
  	visible_message("<span class='danger'>[Z] staggers to their feet!</span>", \
  	"<span class='userdanger'>You are now a zombie! Follow your creators lead!</span>")
  
  
negative.code: 			Zombify(H)
  		else if (L.stat) //So they don't get stuck hitting a corpse
  			L.gib()
  			visible_message("<span class='danger'>[src] tears [L] to pieces!</span>")
  			src << "<span class='userdanger'>You feast on [L], restoring your health!</span>"
  			src.revive()
  
  /mob/living/simple_animal/hostile/zombie/death()
  