anchor.diff:  /mob/dead/new_player/Move()
   	return 0
   
  -
  -/mob/dead/new_player/proc/close_spawn_windows()
  -
  -	src << browse(null, "window=latechoices") //closes late choices window
  -	src << browse(null, "window=playersetup") //closes the player setup window
  -	src << browse(null, "window=preferences") //closes job selection
  -	src << browse(null, "window=mob_occupation")
  -	src << browse(null, "window=latechoices") //closes late job selection
   
   // Used to make sure that a player has a valid job preference setup, used to knock players out of eligibility for anything if their prefs don't make sense.
   // A "valid job preference setup" in this situation means at least having one job set to low, or not having "return to lobby" enabled
  
positive.code: 	spawning = TRUE
  
  	observer.started_as_observer = TRUE
  	close_spawn_windows()
  	var/obj/effect/landmark/observer_start/O = locate(/obj/effect/landmark/observer_start) in GLOB.landmarks_list
  	to_chat(src, span_notice("Now teleporting."))
  	if (O)
  
negative.code: /// Creates, assigns and returns the new_character to spawn as. Assumes a valid mind.assigned_role exists.
  /mob/dead/new_player/proc/create_character(atom/destination)
  	spawning = TRUE
  
  	mind.active = FALSE //we wish to transfer the key manually
  	var/mob/living/spawning_mob = mind.assigned_role.get_spawn_mob(client, destination)
  