anchor.diff:  
   				if(!killer) return
   
  +				if(canBleed)
  +					new /obj/corpse(loc, src)
  +
   				var/rate        = 1
   				var/rate_factor = DropRateModifier
   
  
positive.code: 				respawnTime = 6000
  
  				MapInit()
  					..()
  					SetSize(2)
  
  
negative.code: 							step_rand(t)
  							t.density = 0
  
  
  obj/corpse
  	New(loc, mob/NPC/Enemies/monster)
  		set waitfor = 0
  		..()
  
  		appearance = monster.appearance
  		dir        = monster.dir
  		layer      = 2
  
  		var/matrix/m = transform
  		m.Turn(90 * pick(1, -1))
  		animate(src, transform = m, time = 10, easing = pick(BOUNCE_EASING, BACK_EASING))
  
  		sleep(monster.respawnTime / 2 + 10)
  		animate(src, alpha = 0, time = 10)
  		sleep(10)
  		loc = null