anchor.diff:  	icon_state = icon_living
   	if (flip_on_death)
   		transform = transform.Turn(180)
  -	if (flip_density_on_death)
  -		set_density(!density)
  +	if (become_passable_on_death)
  +		set_density(initial(density))
   
   /mob/living/basic/proc/melee_attack(atom/target)
   	src.face_atom(target)
  
positive.code: 		icon_state = icon_dead
  		if(flip_on_death)
  			transform = transform.Turn(180)
  		if (flip_density_on_death)
  			set_density(!density)
  
  /mob/living/basic/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE)
  	. = ..()
  
negative.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
  	///Removes density upon death, restores the original state if alive.
  	var/become_passable_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
  