anchor.diff:  	corpseid = 1
   	corpseidjob = "Commander"
   	corpseidaccess = "Captain"
  +
  +/obj/effect/landmark/corpse/commander/alive
  +	death = FALSE
  +	roundstart = FALSE
  +	name = "sleeper"
  +	icon = 'icons/obj/Cryogenic2.dmi'
  +	icon_state = "sleeper"
  +
  +/obj/effect/landmark/corpse/attack_ghost(mob/user)
  +	var/ghost_role = alert("Become [mobname]? (Warning, You can no longer be cloned!)",,"Yes","No")
  +	if(ghost_role == "No")
  +		return
  +	createCorpse(death = src.death, ckey = user.ckey)
positive.code: 	var/corpsehusk = null
  	var/corpsebrute = null //set brute damage on the corpse
  	var/corpseoxy = null //set suffocation damage on the corpse
  
  /obj/effect/landmark/corpse/initialize()
  	createCorpse()
  
  /obj/effect/landmark/corpse/proc/createCorpse() //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)
  	M.death(1) //Kills the new mob
  	if(src.corpsehusk)
  		M.Drain()
  	M.adjustBruteLoss(src.corpsebrute)
  	M.adjustOxyLoss(src.corpseoxy)
  	if(src.corpseuniform)
  
negative.code: 		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
  