anchor.diff:  
   /mob/living/simple_animal/hostile/zombie/proc/Zombify(mob/living/carbon/human/H)
   	H.set_species(/datum/species/zombie)
  +	if(H.head) //So people can see they're a zombie
  +		var/obj/item/clothing/helmet = H.head
  +		if(!H.unEquip(helmet))
  +			qdel(helmet)
  +	if(H.wear_mask)
  +		var/obj/item/clothing/mask = H.wear_mask
  +		if(!H.unEquip(mask))
  +			qdel(mask)
   	var/mob/living/simple_animal/hostile/zombie/Z = new /mob/living/simple_animal/hostile/zombie(H.loc)
   	Z.faction = src.faction
   	Z.appearance = H.appearance
  
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: 	butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/human/mutant/zombie = 3)
  	see_invisible = SEE_INVISIBLE_MINIMUM
  	see_in_dark = 8
  	layer = MOB_LAYER - 0.1
  
  
  
  