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Removes unneeded code as pointed out by Cheridan. Thanks for the help.
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@@ -86,10 +86,7 @@
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M.equip_to_slot_or_del(W, slot_wear_id)
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del(src)
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/obj/effect/landmark/AICorpse/initialize()
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createCorpse()
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/obj/effect/landmark/AICorpse/proc/createCorpse() //Creates an AI corpse, amazingly
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/obj/effect/landmark/corpse/AICorpse/createCorpse() //Creates a corrupted AI
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var/A = locate(/mob/living/silicon/ai) in loc //stops multiple dead ais spawning, apparently hacky, ¯\_(?)_/¯ (who's that pokemon?)
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if(A)
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return
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@@ -100,29 +97,19 @@
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M.name = src.name //name is that of the landmark that spawned it
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M.real_name = M.name
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/obj/effect/landmark/slimeCorpse/initialize()
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createCorpse()
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/obj/effect/landmark/slimeCorpse/proc/createCorpse()
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/obj/effect/landmark/corpse/slimeCorpse/createCorpse() //Creates a dead slime
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var/mob/living/carbon/slime/M = new /mob/living/carbon/slime/ (src.loc)
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M.death(1)
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M.name = src.name
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/obj/effect/landmark/facehugCorpse/initialize()
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createCorpse()
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/obj/effect/landmark/facehugCorpse/proc/createCorpse()
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/obj/effect/landmark/corpse/facehugCorpse/createCorpse() //Creates a squashed facehugger
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var/obj/item/clothing/mask/facehugger/O = new /obj/item/clothing/mask/facehugger (src.loc)
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O.Die()
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O.name = src.name
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// 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.
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/obj/effect/landmark/corpse/syndicatesoldier
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name = "Syndicate Operative"
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corpseuniform = /obj/item/clothing/under/syndicate
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