anchor.diff:  			L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor)
   			to_chat(L, "<span class='userdanger'>You're struck by a [K.name]!</span>")
   
  -
   /obj/item/borg/upgrade/modkit/aoe/turfs
   	name = "mining explosion"
   	desc = "Causes the kinetic accelerator to destroy rock in an AoE."
  
positive.code: 	var/turf/target_turf = get_turf(target)
  	if(!isturf(target_turf))
  		return
  	var/datum/gas_mixture/environment = target_turf.return_air()
  	var/pressure = environment.return_pressure()
  	if(pressure > 50)
  		name = "weakened [name]"
  		damage = damage * pressure_decrease
  		pressure_decrease_active = TRUE
  	. = ..()
  
  /obj/item/projectile/kinetic/on_range()
  	strike_thing()
  
negative.code: 
  /obj/item/borg/upgrade/modkit/proc/modify_projectile(obj/item/projectile/kinetic/K)
  
  //use this one for effects you want to trigger before any damage is done at all and before damage is decreased by pressure
  /obj/item/borg/upgrade/modkit/proc/projectile_prehit(obj/item/projectile/kinetic/K, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
  //use this one for effects you want to trigger before mods that do damage
  /obj/item/borg/upgrade/modkit/proc/projectile_strike_predamage(obj/item/projectile/kinetic/K, turf/target_turf, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
  //and this one for things that don't need to trigger before other damage-dealing mods
  