<commit_before>/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
	mob_list -= src
	dead_mob_list -= src
	living_mob_list -= src
	if(client)
		for(var/atom/movable/AM in client.screen)
			qdel(AM)
		client.screen = list()
	qdel(hud_used)
	if(mind && mind.current == src)
		spellremove(src)
	for(var/infection in viruses)
		qdel(infection)
	ghostize()
	..()

/mob/proc/sac_act(var/obj/effect/rune/R, var/mob/victim as mob)
	return


var/next_mob_id = 0
/mob/New()
	tag = "mob_[next_mob_id++]"
	mob_list += src
	if(stat == DEAD)
		dead_mob_list += src
	else
		living_mob_list += src
	..()

/mob/proc/Cell()
	set category = "Admin"<commit_msg>Remove some buggy ass, unnecessary code of mine that's causing runtimes<commit_after>/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
	mob_list -= src
	dead_mob_list -= src
	living_mob_list -= src
	qdel(hud_used)
	if(mind && mind.current == src)
		spellremove(src)
	for(var/infection in viruses)
		qdel(infection)
	ghostize()
	..()

/mob/proc/sac_act(var/obj/effect/rune/R, var/mob/victim as mob)
	return


var/next_mob_id = 0
/mob/New()
	tag = "mob_[next_mob_id++]"
	mob_list += src
	if(stat == DEAD)
		dead_mob_list += src
	else
		living_mob_list += src
	..()

/mob/proc/Cell()
	set category = "Admin"
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