anchor.diff:  	//Human specific stuff.
   	var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
   	var/uniform = null //Set this to an object path to have the slot filled with said object on the corpse.
  +	var/r_hand = null
  +	var/l_hand = null
   	var/suit = null
   	var/shoes = null
   	var/gloves = null
  
positive.code: 	suit = /obj/item/clothing/suit/armor/vest
  	glasses = /obj/item/clothing/glasses/sunglasses/reagent
  
  
  /obj/effect/mob_spawn/human/alive/space_bar_patron/attack_hand(mob/user)
  	var/despawn = alert("Return to cryosleep? (Warning, Your mob will be deleted!)",,"Yes","No")
  	if(despawn == "No" || !loc || !Adjacent(user))
  
negative.code: 	O.Die() //call the facehugger's death proc
  	qdel(src)
  
  /obj/effect/mob_spawn/mouse
  	name = "sleeper"
  	mob_type = 	/mob/living/simple_animal/mouse
  