anchor.diff:  	sparks = new /datum/effect_system/spark_spread()
   	sparks.set_up(2,0)
   	sparks.attach(src)
  -
  +	build_spawnpoints()
   	update_icon()
  -
  -	if(!available_vr_spawnpoints || !available_vr_spawnpoints.len) //(re)build spawnpoint lists
  -		available_vr_spawnpoints = list()
  -		for(var/obj/effect/landmark/vr_spawn/V in GLOB.landmarks_list)
  -			available_vr_spawnpoints[V.vr_category] = list()
  -			var/turf/T = get_turf(V)
  -			if(T)
  -				available_vr_spawnpoints[V.vr_category] |= T
  -
   
   /obj/machinery/vr_sleeper/attack_hand(mob/user)
   	. = ..()
  
positive.code: /obj/effect/landmark/vr_spawn //places you can spawn in VR, auto selected by the vr_sleeper during get_vr_spawnpoint()
  	var/vr_category = "default" //So we can have specific sleepers, eg: "Basketball VR Sleeper", etc.
  
  /datum/outfit/vr_basic
  	name = "basic vr"
  	uniform = /obj/item/clothing/under/color/random
  
negative.code: 	QDEL_NULL(sparks)
  	return ..()
  
  /obj/machinery/vr_sleeper/hugbox/emag_act(mob/user)
  	return
  
  /obj/machinery/vr_sleeper/emag_act(mob/user)
  	you_die_in_the_game_you_die_for_real = TRUE
  