anchor.diff:  		// Same, but for the toxins
   		var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
   		// And CO2, lets say a PP of more than 10 will be bad (It's a little less really, but eh, being passed out all round aint no fun)
  -		var/CO2_pp = (breath.carbon_dioxide/breath.total_moles())*breath_pressure
  +		var/CO2_pp = (breath.carbon_dioxide/breath.total_moles())*breath_pressure // Tweaking to fit the hacky bullshit I've done with atmo -- TLE
   		//var/CO2_pp = (breath.carbon_dioxide/breath.total_moles())*0.5 // The default pressure value
   
   		if(O2_pp < safe_oxygen_min) 			// Too little oxygen
  
positive.code: 	set background = BACKGROUND_ENABLED
  
  	if (notransform)	return
  	if(!loc)			return	// Fixing a null error that occurs when the mob isn't found in the world
  
  	..()
  
  
negative.code: 				location_as_object.handle_internal_lifeform(src, 0)
  		else
  			//First, check for air from internal atmosphere (using an air tank and mask generally)
  			breath = get_breath_from_internal(BREATH_VOLUME) // Super hacky -- TLE
  			//breath = get_breath_from_internal(0.5) // Manually setting to old BREATH_VOLUME amount -- TLE
  
  			//No breath from internal atmosphere so get breath from location
  			if(!breath)
  