anchor.diff:  		..()
   		if(gold)
   			if(src in orange(1))
  -				usr << infomsg("You looted [gold] gold from [name]'s corpse.")
  -				usr.gold.add(gold)
  +				var/gold/g = new(bronze=gold)
  +				usr << infomsg("You looted [g.toString()] from [name]'s corpse.")
  +				g.give(usr)
   
   				gold = null
   				mouse_over_pointer = 0
  
positive.code: 		appearance         = dead.appearance
  		dir                = dead.dir
  		layer              = 2
  		mouse_over_pointer = gold != 0
  
  		var/matrix/m = transform
  		m.Turn(90 * pick(1, -1))
  		animate(src, transform = m, time = 10, easing = pick(BOUNCE_EASING, BACK_EASING))
  
  		if(ismonster(dead))
  			var/mob/NPC/Enemies/e
  			if(e.level >= 1000)
  				if(!e.respawnTime)
  					sleep(300)
  
negative.code: 			else
  				sleep(40)
  		else // player fade time
  			sleep(450)
  
  		animate(src, alpha = 0, time = 10)
  		sleep(10)
  