anchor.diff:  			break
   	Z.ckey = H.ckey
   	H.stat = DEAD
  +	H.butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/human/mutant/zombie = 3) //So now you can carve them up when you kill them. Maybe not a good idea for the human versions.
   	H.loc = Z
   	Z.stored_corpse = H
  +	for(var/mob/living/simple_animal/hostile/zombie/holder/D in H) //Dont want to revive them twice
  +		qdel(D)
   	visible_message("<span class='danger'>[Z] staggers to their feet!</span>")
   	Z << "<span class='userdanger'>You are now a zombie! Follow your creators lead!</span>"
   
  
positive.code: 		stored_corpse.loc = loc
  		if(ckey)
  			stored_corpse.ckey = src.ckey
  		qdel(src)
  		return
  	src << "<span class='userdanger'>You're down, but not quite out. You'll be back on your feet within a minute or two.</span>"
  
negative.code: 		used = TRUE
  	else
  		user << "The unearthly energies that once powered this shovel are now dormant. Still sharp though."
  
  
  /mob/living/simple_animal/hostile/zombie/holder
  	name = "infection holder"
  	desc = "You shouldn't be seeing this."
  	maxbodytemp = 100000000000000000000
  	unsuitable_atmos_damage = 0
  	stat_attack = 2
  	gold_core_spawnable = 0
  	AIStatus = AI_OFF
  	stop_automated_movement = 1
  
  /mob/living/simple_animal/hostile/zombie/holder/New()
  	..()
  	spawn(rand(800,1200))
  		if(istype(loc, /mob/living/carbon/human))
  			var/mob/living/carbon/human/H = loc
  			Zombify(H)
  		qdel(src)