anchor.diff:  	var/corpsehusk = null
   	var/corpsebrute = null //set brute damage on the corpse
   	var/corpseoxy = null //set suffocation damage on the corpse
  +	var/roundstart = TRUE
  +	var/death = TRUE
  +	density = 1
   
   /obj/effect/landmark/corpse/initialize()
  -	createCorpse()
  -
  -/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
  +	if(roundstart)
  +		createCorpse(death = src.death)
  +	else
  +		return
  +
  +/obj/effect/landmark/corpse/New()
  +	..()
  +	invisibility = 0
  +
  +/obj/effect/landmark/corpse/proc/createCorpse(death, ckey) //Creates a mob and checks for gear in each slot before attempting to equip it.
   	var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
   	M.real_name = src.name
   	M.gender = src.mobgender
   	if(mob_species)
   		M.set_species(mob_species)
  -	M.death(1) //Kills the new mob
  -	if(src.corpsehusk)
  -		M.Drain()
  +	if(death)
  +		M.death(1) //Kills the new mob
  +		if(src.corpsehusk)
  +			M.Drain()
   	M.adjustBruteLoss(src.corpsebrute)
   	M.adjustOxyLoss(src.corpseoxy)
   	if(src.corpseuniform)
  
positive.code: 		W.registered_name = M.real_name
  		W.update_label()
  		M.equip_to_slot_or_del(W, slot_wear_id)
  	qdel(src)
  
  /obj/effect/landmark/corpse/AICorpse/createCorpse() //Creates a corrupted AI
  
negative.code: 	corpseid = 1
  	corpseidjob = "Commander"
  	corpseidaccess = "Captain"
  
  /obj/effect/landmark/corpse/commander/alive
  	death = FALSE
  	roundstart = FALSE
  	name = "sleeper"
  	icon = 'icons/obj/Cryogenic2.dmi'
  	icon_state = "sleeper"
  
  /obj/effect/landmark/corpse/attack_ghost(mob/user)
  	var/ghost_role = alert("Become [mobname]? (Warning, You can no longer be cloned!)",,"Yes","No")
  	if(ghost_role == "No")
  		return
  	createCorpse(death = src.death, ckey = user.ckey)