anchor.diff:  		W.registered_name = M.real_name
   		W.update_label()
   		M.equip_to_slot_or_del(W, slot_wear_id)
  +	if(ckey)
  +		M.ckey = ckey
   	qdel(src)
   
   /obj/effect/landmark/corpse/AICorpse/createCorpse() //Creates a corrupted AI
  
positive.code: 	corpseid = 1
  	corpseidjob = "Commander"
  	corpseidaccess = "Captain"
  
negative.code: 	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()
  	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)
  	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)
  