anchor.diff:  	var/light_amount = T.get_lumcount()
   	if(light_amount > 0.2) // jaunt ends
   		end_jaunt(TRUE)
  -	else if (light_amount < 0.2 && (!QDELETED(jaunter))) //heal in the dark
  -		jaunter.heal_overall_damage(1,1, 0, BODYPART_ORGANIC)
   
   /obj/effect/dummy/phased_mob/shadow/proc/end_jaunt(forced = FALSE)
   	if(jaunter)
  
positive.code: /obj/effect/proc_holder/spell/targeted/shadowwalk
  	name = "Shadow Walk"
  	desc = "Grants unlimited movement in darkness."
  
negative.code: 	STOP_PROCESSING(SSobj, src)
  	. = ..()
  
  /obj/effect/dummy/phased_mob/shadow/process(delta_time)
  	var/turf/T = get_turf(src)
  	var/light_amount = T.get_lumcount()
  	if(!jaunter || jaunter.loc != src)
  		qdel(src)
  	if (light_amount < 0.2 && (!QDELETED(jaunter))) //heal in the dark
  		jaunter.heal_overall_damage((SHADOW_REGEN_RATE * delta_time), (SHADOW_REGEN_RATE * delta_time), 0, BODYPART_ORGANIC)
  	check_light_level()
  
  
  /obj/effect/dummy/phased_mob/shadow/relaymove(mob/living/user, direction)
  	var/turf/oldloc = loc
  