anchor.diff: -//These are meant for spawning on maps, namely Away Missions.
  -
   //If someone can do this in a neater way, be my guest-Kor
   
   //To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
  -
  -/obj/effect/mob_spawn/AICorpse/create() //Creates a corrupted AI
  -	var/A = locate(/mob/living/silicon/ai) in loc 
  -	if(A) 
  -		return
  -	var/L = new /datum/ai_laws/default/asimov
  -	var/B = new /obj/item/device/mmi
  -	var/mob/living/silicon/ai/M = new(src.loc, L, B, 1) //spawn new AI at landmark as var M
  -	M.name = src.name
  -	M.real_name = src.name
  -	M.aiPDA.toff = 1 //turns the AI's PDA messenger off, stopping it showing up on player PDAs
  -	M.death() //call the AI's death proc
  -	qdel(src)
  -
  -/obj/effect/mob_spawn/slime
  -	mob_type = 	/mob/living/simple_animal/slime
  -	var/mobcolour = "grey"
  -	icon = 'icons/mob/slimes.dmi'
  -	icon_state = "grey baby slime" //sets the icon in the map editor
  -
  -/obj/effect/mob_spawn/slime/equip(mob/living/simple_animal/slime/S)
  -	S.colour = mobcolour
  -
  -/obj/effect/mob_spawn/human/facehugger/create() //Creates a squashed facehugger
  -	var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
  -	O.name = src.name
  -	O.Die() //call the facehugger's death proc
  -	qdel(src)
  -
  -
  -// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
  -
  -/obj/effect/mob_spawn/human/syndicatesoldier
  -	name = "Syndicate Operative"
  -	uniform = /obj/item/clothing/under/syndicate
  -	suit = /obj/item/clothing/suit/armor/vest
  -	shoes = /obj/item/clothing/shoes/combat
  -	gloves = /obj/item/clothing/gloves/combat
  -	radio = /obj/item/device/radio/headset
  -	mask = /obj/item/clothing/mask/gas
  -	helmet = /obj/item/clothing/head/helmet/swat
  -	back = /obj/item/weapon/storage/backpack
  -	has_id = 1
  -	id_job = "Operative"
  -	id_access = "Syndicate"
  -
  -/obj/effect/mob_spawn/human/syndicatecommando
  -	name = "Syndicate Commando"
  -	uniform = /obj/item/clothing/under/syndicate
  -	suit = /obj/item/clothing/suit/space/hardsuit/syndi
  -	shoes = /obj/item/clothing/shoes/combat
  -	gloves = /obj/item/clothing/gloves/combat
  -	radio = /obj/item/device/radio/headset
  -	mask = /obj/item/clothing/mask/gas/syndicate
  -	helmet = /obj/item/clothing/head/helmet/space/hardsuit/syndi
  -	back = /obj/item/weapon/tank/jetpack/oxygen
  -	pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
  -	has_id = 1
  -	id_job = "Operative"
  -	id_access = "Syndicate"
  -
  -///////////Civilians//////////////////////
  -
  -/obj/effect/mob_spawn/human/cook
  -	name = "Cook"
  -	uniform = /obj/item/clothing/under/rank/chef
  -	suit = /obj/item/clothing/suit/apron/chef
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	helmet = /obj/item/clothing/head/chefhat
  -	back = /obj/item/weapon/storage/backpack
  -	radio = /obj/item/device/radio/headset
  -	has_id = 1
  -	id_job = "Cook"
  -	id_access = "Cook"
  -
  -
  -/obj/effect/mob_spawn/human/doctor
  -	name = "Doctor"
  -	radio = /obj/item/device/radio/headset/headset_med
  -	uniform = /obj/item/clothing/under/rank/medical
  -	suit = /obj/item/clothing/suit/toggle/labcoat
  -	back = /obj/item/weapon/storage/backpack/medic
  -	pocket1 = /obj/item/device/flashlight/pen
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	has_id = 1
  -	id_job = "Medical Doctor"
  -	id_access = "Medical Doctor"
  -
  -/obj/effect/mob_spawn/human/engineer
  -	name = "Engineer"
  -	radio = /obj/item/device/radio/headset/headset_eng
  -	uniform = /obj/item/clothing/under/rank/engineer
  -	back = /obj/item/weapon/storage/backpack/industrial
  -	shoes = /obj/item/clothing/shoes/sneakers/orange
  -	belt = /obj/item/weapon/storage/belt/utility/full
  -	gloves = /obj/item/clothing/gloves/color/yellow
  -	helmet = /obj/item/clothing/head/hardhat
  -	has_id = 1
  -	id_job = "Station Engineer"
  -	id_access = "Station Engineer"
  -
  -/obj/effect/mob_spawn/human/engineer/rig
  -	suit = /obj/item/clothing/suit/space/hardsuit/engine
  -	mask = /obj/item/clothing/mask/breath
  -
  -/obj/effect/mob_spawn/human/clown
  -	name = "Clown"
  -	uniform = /obj/item/clothing/under/rank/clown
  -	shoes = /obj/item/clothing/shoes/clown_shoes
  -	radio = /obj/item/device/radio/headset
  -	mask = /obj/item/clothing/mask/gas/clown_hat
  -	pocket1 = /obj/item/weapon/bikehorn
  -	back = /obj/item/weapon/storage/backpack/clown
  -	has_id = 1
  -	id_job = "Clown"
  -	id_access = "Clown"
  -
  -/obj/effect/mob_spawn/human/scientist
  -	name = "Scientist"
  -	radio = /obj/item/device/radio/headset/headset_sci
  -	uniform = /obj/item/clothing/under/rank/scientist
  -	suit = /obj/item/clothing/suit/toggle/labcoat/science
  -	back = /obj/item/weapon/storage/backpack
  -	shoes = /obj/item/clothing/shoes/sneakers/white
  -	has_id = 1
  -	id_job = "Scientist"
  -	id_access = "Scientist"
  -
  -/obj/effect/mob_spawn/human/miner
  -	radio = /obj/item/device/radio/headset/headset_cargo
  -	uniform = /obj/item/clothing/under/rank/miner
  -	gloves = /obj/item/clothing/gloves/fingerless
  -	back = /obj/item/weapon/storage/backpack/industrial
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	has_id = 1
  -	id_job = "Shaft Miner"
  -	id_access = "Shaft Miner"
  -
  -/obj/effect/mob_spawn/human/miner/rig
  -	suit = /obj/item/clothing/suit/space/hardsuit/mining
  -	mask = /obj/item/clothing/mask/breath
  -
  -
  -/obj/effect/mob_spawn/human/plasmaman
  -	mob_species = /datum/species/plasmaman
  -	helmet = /obj/item/clothing/head/helmet/space/plasmaman
  -	uniform = /obj/item/clothing/under/plasmaman
  -	back = /obj/item/weapon/tank/internals/plasmaman/full
  -	mask = /obj/item/clothing/mask/breath
  -
  -
  -/obj/effect/mob_spawn/human/bartender
  -	name = "Space Bartender"
  -	uniform = /obj/item/clothing/under/rank/bartender
  -	back = /obj/item/weapon/storage/backpack
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	suit = /obj/item/clothing/suit/armor
  -	glasses = /obj/item/clothing/glasses/sunglasses/reagent
  -	has_id = 1
  -	id_job = "Bartender"
  -	id_access = "Bartender"
  -
  -/obj/effect/mob_spawn/human/bartender/alive
  -	death = FALSE
  -	roundstart = FALSE
  -	mob_name = "Space Bartender"
  -	name = "sleeper"
  -	icon = 'icons/obj/Cryogenic2.dmi'
  -	icon_state = "sleeper"
  -	flavour_text = "You are a space bartender!"
  -
  -/////////////////Officers+Nanotrasen Security//////////////////////
  -
  -/obj/effect/mob_spawn/human/bridgeofficer
  -	name = "Bridge Officer"
  -	radio = /obj/item/device/radio/headset/heads/hop
  -	uniform = /obj/item/clothing/under/rank/centcom_officer
  -	suit = /obj/item/clothing/suit/armor/bulletproof
  -	shoes = /obj/item/clothing/shoes/sneakers/black
  -	glasses = /obj/item/clothing/glasses/sunglasses
  -	has_id = 1
  -	id_job = "Bridge Officer"
  -	id_access = "Captain"
  -
  -/obj/effect/mob_spawn/human/commander
  -	name = "Commander"
  -	uniform = /obj/item/clothing/under/rank/centcom_commander
  -	suit = /obj/item/clothing/suit/armor
  -	radio = /obj/item/device/radio/headset/heads/captain
  -	glasses = /obj/item/clothing/glasses/eyepatch
  -	mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
  -	helmet = /obj/item/clothing/head/centhat
  -	gloves = /obj/item/clothing/gloves/combat
  -	shoes = /obj/item/clothing/shoes/combat/swat
  -	pocket1 = /obj/item/weapon/lighter
  -	has_id = 1
  -	id_job = "Commander"
  -	id_access = "Captain"
  -
  -/obj/effect/mob_spawn/human/nanotrasensoldier
  -	name = "Nanotrasen Private Security Officer"
  -	uniform = /obj/item/clothing/under/rank/security
  -	suit = /obj/item/clothing/suit/armor/vest
  -	shoes = /obj/item/clothing/shoes/combat
  -	gloves = /obj/item/clothing/gloves/combat
  -	radio = /obj/item/device/radio/headset
  -	mask = /obj/item/clothing/mask/gas/sechailer/swat
  -	helmet = /obj/item/clothing/head/helmet/swat/nanotrasen
  -	back = /obj/item/weapon/storage/backpack/security
  -	has_id = 1
  -	id_job = "Private Security Force"
  -	id_access = "Security Officer"
  -
  -/obj/effect/mob_spawn/human/commander/alive
  -	death = FALSE
  -	roundstart = FALSE
  -	mob_name = "Nanotrasen Commander"
  -	name = "sleeper"
  -	icon = 'icons/obj/Cryogenic2.dmi'
  -	icon_state = "sleeper"
  -	flavour_text = "You are a Nanotrasen Commander!"
  -
  -/////////////////Spooky Undead//////////////////////
  -
  -/obj/effect/mob_spawn/human/skeleton
  -	name = "skeletal remains"
  -	mob_name = "skeleton"
  -	mob_species = /datum/species/skeleton
  -	mob_gender = NEUTER
  -
  -/obj/effect/mob_spawn/human/skeleton/alive
  -	death = FALSE
  -	roundstart = FALSE
  -	icon = 'icons/effects/blood.dmi'
  -	icon_state = "remains"
  -	flavour_text = "By unknown powers, your skeletal remains have been reanimated! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
  -
  -/obj/effect/mob_spawn/human/zombie
  -	name = "rotting corpse"
  -	mob_name = "zombie"
  -	mob_species = /datum/species/zombie
  -
  -/obj/effect/mob_spawn/human/zombie/alive
  -	death = FALSE
  -	roundstart = FALSE
  -	icon = 'icons/effects/blood.dmi'
  -	icon_state = "remains"
  -	flavour_text = "By unknown powers, your rotting remains have been resurrected! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
  -
  -
  -/obj/effect/mob_spawn/human/abductor
  -	name = "abductor"
  -	mob_name = "???"
  -	mob_species = /datum/species/abductor
  -	uniform = /obj/item/clothing/under/color/grey
  -	shoes = /obj/item/clothing/shoes/combat
  -
  -///Prisoner
  -
  -/obj/effect/mob_spawn/human/prisoner_transport
  -	name = "prisoner sleeper"
  -	icon = 'icons/obj/Cryogenic2.dmi'
  -	icon_state = "sleeper"
  -	uniform = /obj/item/clothing/under/rank/prisoner
  -	mask = /obj/item/clothing/mask/breath
  -	shoes = /obj/item/clothing/shoes/sneakers/orange
  -	pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
  -	roundstart = FALSE
  -	death = FALSE
  -	flavour_text = {"You were a prisoner, sentenced to hard labour in one of Nanotrasen's harsh gulags, but judging by the explosive crash you just survived, fate may have other plans for. First thing is first though: Find a way to survive this mess."}
  -
  -/obj/effect/mob_spawn/human/prisoner_transport/special(mob/living/new_spawn)
  -	var/crime = pick("distribution of contraband" , "unauthorized erotic action on duty", "syndicate collaboration", "worship of prohbited life forms", "possession of profane texts", "murder", "arson", "insulting your manager", "grand theft", "conspiracy", "attempting to unionize", "vandalism", "gross incompetence")
  -	new_spawn << "You were convincted of: [crime]."
  -
  -
  -//NEWCODE
   
   /obj/effect/mob_spawn
   	name = "Unknown"
  
positive.code: 	death = FALSE
  	roundstart = FALSE //you could use these for alive fake humans on roundstart but this is more common scenario
  
  
negative.code: 		special(M)
  	qdel(src)
  
  // Base version - place these on maps/templates.
  /obj/effect/mob_spawn/human
  	mob_type = /mob/living/carbon/human
  	//Human specific stuff.
  