anchor.diff:  	icon = 'icons/effects/landmarks_static.dmi'
   	icon_state = "random_loot"
   	layer = OBJ_LAYER
  +	var/spawn_on_turf = TRUE
   	var/lootcount = 1		//how many items will be spawned
   	var/lootdoubles = TRUE	//if the same item can be spawned twice
   	var/list/loot			//a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
  
positive.code: 		/obj/item/clothing/gloves/combat = 10,
  		/obj/item/clothing/shoes/sneakers/noslip = 10
  		)
  
negative.code: /obj/effect/spawner/lootdrop/high_loot_toilet
  	name = "random high toilet spawner"
  	lootcount = 1
  	spawn_on_turf = FALSE
  //Note this is out of a 100 - Meaning the number you see is also the percent its going to pick that
  //The items inside are always going to be something usefull, illegal and likely traitorous.
  	loot = list(
  		/obj/item/clothing/glasses/sunglasses = 5,
  		/obj/effect/spawner/lootdrop/coin/no_turf = 5,
  		/obj/effect/spawner/lootdrop/space_cash/no_turf = 5,
  		/obj/effect/spawner/lootdrop/druggie_pill/no_turf = 5,
  		/obj/item/storage/fancy/cigarettes/cigpack_syndicate = 5,
  		/obj/item/suppressor = 5,
  		/obj/item/toy/cards/deck/syndicate = 5,
  