anchor.diff:  		icon_state = icon_dead
   		if(flip_on_death)
   			transform = transform.Turn(180)
  -		if (flip_density_on_death)
  -			set_density(!density)
  +		if (become_passable_on_death)
  +			set_density(FALSE)
   
   /mob/living/basic/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE)
   	. = ..()
  
positive.code: 	var/icon_gib = null
  	///Flip the sprite upside down on death. Mostly here for things lacking custom dead sprites.
  	var/flip_on_death = FALSE
  	///Invert the mob's density on death. A usually dense mob will become passable, a passable one will become dense.
  	var/flip_density_on_death = TRUE
  
  	///If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
  	var/gold_core_spawnable = NO_SPAWN
  
negative.code: 	icon_state = icon_living
  	if (flip_on_death)
  		transform = transform.Turn(180)
  	if (become_passable_on_death)
  		set_density(initial(density))
  
  /mob/living/basic/proc/melee_attack(atom/target)
  	src.face_atom(target)
  