anchor.diff:  	M.death()
   	M.name = src.name //name is that of the landmark that spawned it
   	M.real_name = M.name
  -	del(src) //delete the landmark now that we're done with it
  -
  -/obj/effect/landmark/slimeCorpse
   
   /obj/effect/landmark/slimeCorpse/initialize()
  -	createSlimeCorpse()
  -
  -/obj/effect/landmark/slimeCorpse/proc/createSlimeCorpse() //Creates a mob
  +	createCorpse()
  +
  +/obj/effect/landmark/slimeCorpse/proc/createCorpse()
   	var/mob/living/carbon/slime/M = new /mob/living/carbon/slime/ (src.loc)
   	M.death(1)
   
  -obj/effect/landmark/facehugCorpse
  -
   /obj/effect/landmark/facehugCorpse/initialize()
  -	createfacehugCorpse()
  -
  -/obj/effect/landmark/facehugCorpse/proc/createfacehugCorpse() //Creates a facehugger
  +	createCorpse()
  +
  +/obj/effect/landmark/facehugCorpse/proc/createCorpse()
   	var/obj/item/clothing/mask/facehugger/O = new /obj/item/clothing/mask/facehugger (src.loc)
   	O.Die()
  -
   	O.name = src.name
   
   
  
positive.code: /obj/effect/landmark/corpse
  	name = "Unknown"
  	var/mobname = "Unknown"  //Unused now but it'd fuck up maps to remove it now
  	var/mobgender = "male" //Set to male by default due to the patriarchy
  	var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
  	var/corpsesuit = null
  	var/corpseshoes = null
  
negative.code: 		M.equip_to_slot_or_del(W, slot_wear_id)
  	del(src)
  
  /obj/effect/landmark/AICorpse/initialize()
  	createCorpse()
  
  /obj/effect/landmark/AICorpse/proc/createCorpse() //Creates an AI corpse, amazingly
  	var/A = locate(/mob/living/silicon/ai) in loc //stops multiple dead ais spawning, apparently hacky, \_(?)_/ (who's that pokemon?)
  	if(A)
  		return
  