anchor.diff:  		M.equip_to_slot_or_del(W, slot_wear_id)
   	del(src)
   
  -/obj/effect/landmark/AICorpse
  -
   /obj/effect/landmark/AICorpse/initialize()
  -	createAICorpse()
  -
  -/obj/effect/landmark/AICorpse/proc/createAICorpse() //Creates an AI corpse, amazingly
  +	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
  
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.death()
  	M.name = src.name //name is that of the landmark that spawned it
  	M.real_name = M.name
  
  /obj/effect/landmark/slimeCorpse/initialize()
  	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/initialize()
  	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
  
  
  