anchor.diff: -//These are meant for spawning on maps, namely Away Missions.
  -
   //If someone can do this in a neater way, be my guest-Kor
   
   //To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
  -
  -/obj/effect/mob_spawn/AICorpse/create() //Creates a corrupted AI
  -	var/A = locate(/mob/living/silicon/ai) in loc 
  -	if(A) 
  -		return
  -	var/L = new /datum/ai_laws/default/asimov
  -	var/B = new /obj/item/device/mmi
  -	var/mob/living/silicon/ai/M = new(src.loc, L, B, 1) //spawn new AI at landmark as var M
  -	M.name = src.name
  -	M.real_name = src.name
  -	M.aiPDA.toff = 1 //turns the AI's PDA messenger off, stopping it showing up on player PDAs
  -	M.death() //call the AI's death proc
  -	qdel(src)
  -
  -/obj/effect/mob_spawn/slime
  -	mob_type = 	/mob/living/simple_animal/slime
  -	var/mobcolour = "grey"
  -	icon = 'icons/mob/slimes.dmi'
  -	icon_state = "grey baby slime" //sets the icon in the map editor
  -
  -/obj/effect/mob_spawn/slime/equip(mob/living/simple_animal/slime/S)
  -	S.colour = mobcolour
  -
  -/obj/effect/mob_spawn/human/facehugger/create() //Creates a squashed facehugger
  -	var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
  -	O.name = src.name
  -	O.Die() //call the facehugger's death proc
  -	qdel(src)
  -
  -
  -// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
  -
  -/obj/effect/mob_spawn/human/syndicatesoldier
  -	name = "Syndicate Operative"
  -	uniform = /obj/item/clothing/under/syndicate
  -	suit = /obj/item/clothing/suit/armor/vest
  -	shoes = /obj/item/clothing/shoes/combat
  -	gloves = /obj/item/clothing/gloves/combat
  -	radio = /obj/item/device/radio/headset
  -	mask = /obj/item/clothing/mask/gas
  -	helmet = /obj/item/clothing/head/helmet/swat
  -	back = /obj/item/weapon/storage/backpack
  -	has_id = 1
  -	id_job = "Operative"
  -	id_access = "Syndicate"
  -
  -/obj/effect/mob_spawn/human/syndicatecommando
  -	name = "Syndicate Commando"
  -	uniform = /obj/item/clothing/under/syndicate
  -	suit = /obj/item/clothing/suit/space/hardsuit/syndi
  -	shoes = /obj/item/clothing/shoes/combat
  -	gloves = /obj/item/clothing/gloves/combat
  -	radio = /obj/item/device/radio/headset
  -	mask = /obj/item/clothing/mask/gas/syndicate
  -	helmet = /obj/item/clothing/head/helmet/space/hardsuit/syndi
  -	back = /obj/item/weapon/tank/jetpack/oxygen
  -	pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
  -	has_id = 1
  -	id_job = "Operative"
  -	id_access = "Syndicate"
  -
  -///////////Civilians//////////////////////
  -
  -/obj/effect/mob_spawn/human/cook
  -	name = "Cook"
  -	uniform = /obj/item/clothing/under/rank/chef
  -	suit = /obj/item/clothing/suit/apron/chef
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	helmet = /obj/item/clothing/head/chefhat
  -	back = /obj/item/weapon/storage/backpack
  -	radio = /obj/item/device/radio/headset
  -	has_id = 1
  -	id_job = "Cook"
  -	id_access = "Cook"
  -
  -
  -/obj/effect/mob_spawn/human/doctor
  -	name = "Doctor"
  -	radio = /obj/item/device/radio/headset/headset_med
  -	uniform = /obj/item/clothing/under/rank/medical
  -	suit = /obj/item/clothing/suit/toggle/labcoat
  -	back = /obj/item/weapon/storage/backpack/medic
  -	pocket1 = /obj/item/device/flashlight/pen
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	has_id = 1
  -	id_job = "Medical Doctor"
  -	id_access = "Medical Doctor"
  -
  -/obj/effect/mob_spawn/human/engineer
  -	name = "Engineer"
  -	radio = /obj/item/device/radio/headset/headset_eng
  -	uniform = /obj/item/clothing/under/rank/engineer
  -	back = /obj/item/weapon/storage/backpack/industrial
  -	shoes = /obj/item/clothing/shoes/sneakers/orange
  -	belt = /obj/item/weapon/storage/belt/utility/full
  -	gloves = /obj/item/clothing/gloves/color/yellow
  -	helmet = /obj/item/clothing/head/hardhat
  -	has_id = 1
  -	id_job = "Station Engineer"
  -	id_access = "Station Engineer"
  -
  -/obj/effect/mob_spawn/human/engineer/rig
  -	suit = /obj/item/clothing/suit/space/hardsuit/engine
  -	mask = /obj/item/clothing/mask/breath
  -
  -/obj/effect/mob_spawn/human/clown
  -	name = "Clown"
  -	uniform = /obj/item/clothing/under/rank/clown
  -	shoes = /obj/item/clothing/shoes/clown_shoes
  -	radio = /obj/item/device/radio/headset
  -	mask = /obj/item/clothing/mask/gas/clown_hat
  -	pocket1 = /obj/item/weapon/bikehorn
  -	back = /obj/item/weapon/storage/backpack/clown
  -	has_id = 1
  -	id_job = "Clown"
  -	id_access = "Clown"
  -
  -/obj/effect/mob_spawn/human/scientist
  -	name = "Scientist"
  -	radio = /obj/item/device/radio/headset/headset_sci
  -	uniform = /obj/item/clothing/under/rank/scientist
  -	suit = /obj/item/clothing/suit/toggle/labcoat/science
  -	back = /obj/item/weapon/storage/backpack
  -	shoes = /obj/item/clothing/shoes/sneakers/white
  -	has_id = 1
  -	id_job = "Scientist"
  -	id_access = "Scientist"
  -
  -/obj/effect/mob_spawn/human/miner
  -	radio = /obj/item/device/radio/headset/headset_cargo
  -	uniform = /obj/item/clothing/under/rank/miner
  -	gloves = /obj/item/clothing/gloves/fingerless
  -	back = /obj/item/weapon/storage/backpack/industrial
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	has_id = 1
  -	id_job = "Shaft Miner"
  -	id_access = "Shaft Miner"
  -
  -/obj/effect/mob_spawn/human/miner/rig
  -	suit = /obj/item/clothing/suit/space/hardsuit/mining
  -	mask = /obj/item/clothing/mask/breath
  -
  -
  -/obj/effect/mob_spawn/human/plasmaman
  -	mob_species = /datum/species/plasmaman
  -	helmet = /obj/item/clothing/head/helmet/space/plasmaman
  -	uniform = /obj/item/clothing/under/plasmaman
  -	back = /obj/item/weapon/tank/internals/plasmaman/full
  -	mask = /obj/item/clothing/mask/breath
  -
  -
  -/obj/effect/mob_spawn/human/bartender
  -	name = "Space Bartender"
  -	uniform = /obj/item/clothing/under/rank/bartender
  -	back = /obj/item/weapon/storage/backpack
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	suit = /obj/item/clothing/suit/armor
  -	glasses = /obj/item/clothing/glasses/sunglasses/reagent
  -	has_id = 1
  -	id_job = "Bartender"
  -	id_access = "Bartender"
  -
  -/obj/effect/mob_spawn/human/bartender/alive
  -	death = FALSE
  -	roundstart = FALSE
  -	mob_name = "Space Bartender"
  -	name = "sleeper"
  -	icon = 'icons/obj/Cryogenic2.dmi'
  -	icon_state = "sleeper"
  -	flavour_text = "You are a space bartender!"
  -
  -/////////////////Officers+Nanotrasen Security//////////////////////
  -
  -/obj/effect/mob_spawn/human/bridgeofficer
  -	name = "Bridge Officer"
  -	radio = /obj/item/device/radio/headset/heads/hop
  -	uniform = /obj/item/clothing/under/rank/centcom_officer
  -	suit = /obj/item/clothing/suit/armor/bulletproof
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	glasses = /obj/item/clothing/glasses/sunglasses
  -	has_id = 1
  -	id_job = "Bridge Officer"
  -	id_access = "Captain"
  -
  -/obj/effect/mob_spawn/human/commander
  -	name = "Commander"
  -	uniform = /obj/item/clothing/under/rank/centcom_commander
  -	suit = /obj/item/clothing/suit/armor
  -	radio = /obj/item/device/radio/headset/heads/captain
  -	glasses = /obj/item/clothing/glasses/eyepatch
  -	mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
  -	helmet = /obj/item/clothing/head/centhat
  -	gloves = /obj/item/clothing/gloves/combat
  -	shoes = /obj/item/clothing/shoes/combat/swat
  -	pocket1 = /obj/item/weapon/lighter
  -	has_id = 1
  -	id_job = "Commander"
  -	id_access = "Captain"
  -
  -/obj/effect/mob_spawn/human/nanotrasensoldier
  -	name = "Nanotrasen Private Security Officer"
  -	uniform = /obj/item/clothing/under/rank/security
  -	suit = /obj/item/clothing/suit/armor/vest
  -	shoes = /obj/item/clothing/shoes/combat
  -	gloves = /obj/item/clothing/gloves/combat
  -	radio = /obj/item/device/radio/headset
  -	mask = /obj/item/clothing/mask/gas/sechailer/swat
  -	helmet = /obj/item/clothing/head/helmet/swat/nanotrasen
  -	back = /obj/item/weapon/storage/backpack/security
  -	has_id = 1
  -	id_job = "Private Security Force"
  -	id_access = "Security Officer"
  -
  -/obj/effect/mob_spawn/human/commander/alive
  -	death = FALSE
  -	roundstart = FALSE
  -	mob_name = "Nanotrasen Commander"
  -	name = "sleeper"
  -	icon = 'icons/obj/Cryogenic2.dmi'
  -	icon_state = "sleeper"
  -	flavour_text = "You are a Nanotrasen Commander!"
  -
  -/////////////////Spooky Undead//////////////////////
  -
  -/obj/effect/mob_spawn/human/skeleton
  -	name = "skeletal remains"
  -	mob_name = "skeleton"
  -	mob_species = /datum/species/skeleton
  -	mob_gender = NEUTER
  -
  -/obj/effect/mob_spawn/human/skeleton/alive
  -	death = FALSE
  -	roundstart = FALSE
  -	icon = 'icons/effects/blood.dmi'
  -	icon_state = "remains"
  -	flavour_text = "By unknown powers, your skeletal remains have been reanimated! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
  -
  -/obj/effect/mob_spawn/human/zombie
  -	name = "rotting corpse"
  -	mob_name = "zombie"
  -	mob_species = /datum/species/zombie
  -
  -/obj/effect/mob_spawn/human/zombie/alive
  -	death = FALSE
  -	roundstart = FALSE
  -	icon = 'icons/effects/blood.dmi'
  -	icon_state = "remains"
  -	flavour_text = "By unknown powers, your rotting remains have been resurrected! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
  -
  -
  -/obj/effect/mob_spawn/human/abductor
  -	name = "abductor"
  -	mob_name = "???"
  -	mob_species = /datum/species/abductor
  -	uniform = /obj/item/clothing/under/color/grey
  -	shoes = /obj/item/clothing/shoes/combat
  -
  -///Prisoner
  -
  -/obj/effect/mob_spawn/human/prisoner_transport
  -	name = "prisoner sleeper"
  -	icon = 'icons/obj/Cryogenic2.dmi'
  -	icon_state = "sleeper"
  -	uniform = /obj/item/clothing/under/rank/prisoner
  -	mask = /obj/item/clothing/mask/breath
  -	shoes = /obj/item/clothing/shoes/sneakers/orange
  -	pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
  -	roundstart = FALSE
  -	death = FALSE
  -	flavour_text = {"You were a prisoner, sentenced to hard labour in one of Nanotrasen's harsh gulags, but judging by the explosive crash you just survived, fate may have other plans for. First thing is first though: Find a way to survive this mess."}
  -
  -/obj/effect/mob_spawn/human/prisoner_transport/special(mob/living/new_spawn)
  -	var/crime = pick("distribution of contraband" , "unauthorized erotic action on duty", "syndicate collaboration", "worship of prohbited life forms", "possession of profane texts", "murder", "arson", "insulting your manager", "grand theft", "conspiracy", "attempting to unionize", "vandalism", "gross incompetence")
  -	new_spawn << "You were convincted of: [crime]."
  -
  -
  -//NEWCODE
   
   /obj/effect/mob_spawn
   	name = "Unknown"
  
positive.code: 		var/obj/item/weapon/implant/X = new I
  		X.implant(H)
  
  //Instant version
  /obj/effect/mob_spawn/human/corpse
  	roundstart = FALSE
  	instant = TRUE
  
negative.code: 	death = FALSE
  	roundstart = FALSE //you could use these for alive fake humans on roundstart but this is more common scenario
  
  
  //Non-human spawners
  
  /obj/effect/mob_spawn/AICorpse/create() //Creates a corrupted AI
  	var/A = locate(/mob/living/silicon/ai) in loc 
  	if(A) 
  		return
  	var/L = new /datum/ai_laws/default/asimov
  	var/B = new /obj/item/device/mmi
  	var/mob/living/silicon/ai/M = new(src.loc, L, B, 1) //spawn new AI at landmark as var M
  	M.name = src.name
  	M.real_name = src.name
  	M.aiPDA.toff = 1 //turns the AI's PDA messenger off, stopping it showing up on player PDAs
  	M.death() //call the AI's death proc
  	qdel(src)
  
  /obj/effect/mob_spawn/slime
  	mob_type = 	/mob/living/simple_animal/slime
  	var/mobcolour = "grey"
  	icon = 'icons/mob/slimes.dmi'
  	icon_state = "grey baby slime" //sets the icon in the map editor
  
  /obj/effect/mob_spawn/slime/equip(mob/living/simple_animal/slime/S)
  	S.colour = mobcolour
  
  /obj/effect/mob_spawn/human/facehugger/create() //Creates a squashed facehugger
  	var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
  	O.name = src.name
  	O.Die() //call the facehugger's death proc
  	qdel(src)
  
  
  // I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
  
  /obj/effect/mob_spawn/human/syndicatesoldier
  	name = "Syndicate Operative"
  	uniform = /obj/item/clothing/under/syndicate
  	suit = /obj/item/clothing/suit/armor/vest
  	shoes = /obj/item/clothing/shoes/combat
  	gloves = /obj/item/clothing/gloves/combat
  	radio = /obj/item/device/radio/headset
  	mask = /obj/item/clothing/mask/gas
  	helmet = /obj/item/clothing/head/helmet/swat
  	back = /obj/item/weapon/storage/backpack
  	has_id = 1
  	id_job = "Operative"
  	id_access = "Syndicate"
  
  /obj/effect/mob_spawn/human/syndicatecommando
  	name = "Syndicate Commando"
  	uniform = /obj/item/clothing/under/syndicate
  	suit = /obj/item/clothing/suit/space/hardsuit/syndi
  	shoes = /obj/item/clothing/shoes/combat
  	gloves = /obj/item/clothing/gloves/combat
  	radio = /obj/item/device/radio/headset
  	mask = /obj/item/clothing/mask/gas/syndicate
  	helmet = /obj/item/clothing/head/helmet/space/hardsuit/syndi
  	back = /obj/item/weapon/tank/jetpack/oxygen
  	pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
  	has_id = 1
  	id_job = "Operative"
  	id_access = "Syndicate"
  
  ///////////Civilians//////////////////////
  
  /obj/effect/mob_spawn/human/cook
  	name = "Cook"
  	uniform = /obj/item/clothing/under/rank/chef
  	suit = /obj/item/clothing/suit/apron/chef
  	shoes = /obj/item/clothing/shoes/sneakers/black
  	helmet = /obj/item/clothing/head/chefhat
  	back = /obj/item/weapon/storage/backpack
  	radio = /obj/item/device/radio/headset
  	has_id = 1
  	id_job = "Cook"
  	id_access = "Cook"
  
  
  /obj/effect/mob_spawn/human/doctor
  	name = "Doctor"
  	radio = /obj/item/device/radio/headset/headset_med
  	uniform = /obj/item/clothing/under/rank/medical
  	suit = /obj/item/clothing/suit/toggle/labcoat
  	back = /obj/item/weapon/storage/backpack/medic
  	pocket1 = /obj/item/device/flashlight/pen
  	shoes = /obj/item/clothing/shoes/sneakers/black
  	has_id = 1
  	id_job = "Medical Doctor"
  	id_access = "Medical Doctor"
  
  /obj/effect/mob_spawn/human/engineer
  	name = "Engineer"
  	radio = /obj/item/device/radio/headset/headset_eng
  	uniform = /obj/item/clothing/under/rank/engineer
  	back = /obj/item/weapon/storage/backpack/industrial
  	shoes = /obj/item/clothing/shoes/sneakers/orange
  	belt = /obj/item/weapon/storage/belt/utility/full
  	gloves = /obj/item/clothing/gloves/color/yellow
  	helmet = /obj/item/clothing/head/hardhat
  	has_id = 1
  	id_job = "Station Engineer"
  	id_access = "Station Engineer"
  
  /obj/effect/mob_spawn/human/engineer/rig
  	suit = /obj/item/clothing/suit/space/hardsuit/engine
  	mask = /obj/item/clothing/mask/breath
  
  /obj/effect/mob_spawn/human/clown
  	name = "Clown"
  	uniform = /obj/item/clothing/under/rank/clown
  	shoes = /obj/item/clothing/shoes/clown_shoes
  	radio = /obj/item/device/radio/headset
  	mask = /obj/item/clothing/mask/gas/clown_hat
  	pocket1 = /obj/item/weapon/bikehorn
  	back = /obj/item/weapon/storage/backpack/clown
  	has_id = 1
  	id_job = "Clown"
  	id_access = "Clown"
  
  /obj/effect/mob_spawn/human/scientist
  	name = "Scientist"
  	radio = /obj/item/device/radio/headset/headset_sci
  	uniform = /obj/item/clothing/under/rank/scientist
  	suit = /obj/item/clothing/suit/toggle/labcoat/science
  	back = /obj/item/weapon/storage/backpack
  	shoes = /obj/item/clothing/shoes/sneakers/white
  	has_id = 1
  	id_job = "Scientist"
  	id_access = "Scientist"
  
  /obj/effect/mob_spawn/human/miner
  	radio = /obj/item/device/radio/headset/headset_cargo
  	uniform = /obj/item/clothing/under/rank/miner
  	gloves = /obj/item/clothing/gloves/fingerless
  	back = /obj/item/weapon/storage/backpack/industrial
  	shoes = /obj/item/clothing/shoes/sneakers/black
  	has_id = 1
  	id_job = "Shaft Miner"
  	id_access = "Shaft Miner"
  
  /obj/effect/mob_spawn/human/miner/rig
  	suit = /obj/item/clothing/suit/space/hardsuit/mining
  	mask = /obj/item/clothing/mask/breath
  
  
  /obj/effect/mob_spawn/human/plasmaman
  	mob_species = /datum/species/plasmaman
  	helmet = /obj/item/clothing/head/helmet/space/plasmaman
  	uniform = /obj/item/clothing/under/plasmaman
  	back = /obj/item/weapon/tank/internals/plasmaman/full
  	mask = /obj/item/clothing/mask/breath
  
  
  /obj/effect/mob_spawn/human/bartender
  	name = "Space Bartender"
  	uniform = /obj/item/clothing/under/rank/bartender
  	back = /obj/item/weapon/storage/backpack
  	shoes = /obj/item/clothing/shoes/sneakers/black
  	suit = /obj/item/clothing/suit/armor
  	glasses = /obj/item/clothing/glasses/sunglasses/reagent
  	has_id = 1
  	id_job = "Bartender"
  	id_access = "Bartender"
  
  /obj/effect/mob_spawn/human/bartender/alive
  	death = FALSE
  	roundstart = FALSE
  	mob_name = "Space Bartender"
  	name = "sleeper"
  	icon = 'icons/obj/Cryogenic2.dmi'
  	icon_state = "sleeper"
  	flavour_text = "You are a space bartender!"
  
  /////////////////Officers+Nanotrasen Security//////////////////////
  
  /obj/effect/mob_spawn/human/bridgeofficer
  	name = "Bridge Officer"
  	radio = /obj/item/device/radio/headset/heads/hop
  	uniform = /obj/item/clothing/under/rank/centcom_officer
  	suit = /obj/item/clothing/suit/armor/bulletproof
  	shoes = /obj/item/clothing/shoes/sneakers/black
  	glasses = /obj/item/clothing/glasses/sunglasses
  	has_id = 1
  	id_job = "Bridge Officer"
  	id_access = "Captain"
  
  /obj/effect/mob_spawn/human/commander
  	name = "Commander"
  	uniform = /obj/item/clothing/under/rank/centcom_commander
  	suit = /obj/item/clothing/suit/armor
  	radio = /obj/item/device/radio/headset/heads/captain
  	glasses = /obj/item/clothing/glasses/eyepatch
  	mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
  	helmet = /obj/item/clothing/head/centhat
  	gloves = /obj/item/clothing/gloves/combat
  	shoes = /obj/item/clothing/shoes/combat/swat
  	pocket1 = /obj/item/weapon/lighter
  	has_id = 1
  	id_job = "Commander"
  	id_access = "Captain"
  
  /obj/effect/mob_spawn/human/nanotrasensoldier
  	name = "Nanotrasen Private Security Officer"
  	uniform = /obj/item/clothing/under/rank/security
  	suit = /obj/item/clothing/suit/armor/vest
  	shoes = /obj/item/clothing/shoes/combat
  	gloves = /obj/item/clothing/gloves/combat
  	radio = /obj/item/device/radio/headset
  	mask = /obj/item/clothing/mask/gas/sechailer/swat
  	helmet = /obj/item/clothing/head/helmet/swat/nanotrasen
  	back = /obj/item/weapon/storage/backpack/security
  	has_id = 1
  	id_job = "Private Security Force"
  	id_access = "Security Officer"
  
  /obj/effect/mob_spawn/human/commander/alive
  	death = FALSE
  	roundstart = FALSE
  	mob_name = "Nanotrasen Commander"
  	name = "sleeper"
  	icon = 'icons/obj/Cryogenic2.dmi'
  	icon_state = "sleeper"
  	flavour_text = "You are a Nanotrasen Commander!"
  
  /////////////////Spooky Undead//////////////////////
  
  /obj/effect/mob_spawn/human/skeleton
  	name = "skeletal remains"
  	mob_name = "skeleton"
  	mob_species = /datum/species/skeleton
  	mob_gender = NEUTER
  
  /obj/effect/mob_spawn/human/skeleton/alive
  	death = FALSE
  	roundstart = FALSE
  	icon = 'icons/effects/blood.dmi'
  	icon_state = "remains"
  	flavour_text = "By unknown powers, your skeletal remains have been reanimated! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
  
  /obj/effect/mob_spawn/human/zombie
  	name = "rotting corpse"
  	mob_name = "zombie"
  	mob_species = /datum/species/zombie
  
  /obj/effect/mob_spawn/human/zombie/alive
  	death = FALSE
  	roundstart = FALSE
  	icon = 'icons/effects/blood.dmi'
  	icon_state = "remains"
  	flavour_text = "By unknown powers, your rotting remains have been resurrected! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
  
  
  /obj/effect/mob_spawn/human/abductor
  	name = "abductor"
  	mob_name = "???"
  	mob_species = /datum/species/abductor
  	uniform = /obj/item/clothing/under/color/grey
  	shoes = /obj/item/clothing/shoes/combat
  
  ///Prisoner
  
  /obj/effect/mob_spawn/human/prisoner_transport
  	name = "prisoner sleeper"
  	icon = 'icons/obj/Cryogenic2.dmi'
  	icon_state = "sleeper"
  	uniform = /obj/item/clothing/under/rank/prisoner
  	mask = /obj/item/clothing/mask/breath
  	shoes = /obj/item/clothing/shoes/sneakers/orange
  	pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
  	roundstart = FALSE
  	death = FALSE
  	flavour_text = {"You were a prisoner, sentenced to hard labour in one of Nanotrasen's harsh gulags, but judging by the explosive crash you just survived, fate may have other plans for. First thing is first though: Find a way to survive this mess."}
  
  /obj/effect/mob_spawn/human/prisoner_transport/special(mob/living/new_spawn)
  	var/crime = pick("distribution of contraband" , "unauthorized erotic action on duty", "syndicate collaboration", "worship of prohbited life forms", "possession of profane texts", "murder", "arson", "insulting your manager", "grand theft", "conspiracy", "attempting to unionize", "vandalism", "gross incompetence")
  	new_spawn << "You were convincted of: [crime]."
  
  
  //NEWCODE
  
  
  