anchor.diff:  	speedmod = 0.33
   	damage_immunities = list()
   	meat = /obj/item/weapon/reagent_containers/food/snacks/meat/slab/human/mutant/plant
  +	var/no_light_heal = FALSE
   	var/light_heal_multiplier = 1
   	var/dark_damage_multiplier = 1
   	var/last_light_level = 0
  
positive.code: /datum/species/plant/spec_life(mob/living/carbon/human/H)
  	var/light_level = 0
  	var/light_msg //for sending "low light!" messages to the player.
  	if(isturf(H.loc)) //else, there's considered to be no light
  		var/turf/T = H.loc
  		var/area/A = H.loc.loc
  		if(A.murders_plants == 1)
  			if (H.mind)
  				if (H.mind.special_role == "thrall")
  					if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  						for(var/V in ticker.mode.shadows)
  							var/datum/mind/sling_mind = V
  							if(sling_mind.current && (get_dist(sling_mind.current, H) < 3))
  								light_level = -2
  								light_msg = "<span class='warning'>Being in the presence of one of your masters revitalizes you.</span>"
  								H.adjustToxLoss(-1, 1)
  								H.adjustOxyLoss(-0.5, 1)
  								H.heal_overall_damage(1.5, 1.5)
  								break
  					return
  
  			if (T.lighting_lumcount)
  				switch (T.lighting_lumcount)
  					if (0.1 to 3)
  						//very low light
  						light_level = 1
  						light_msg = "<span class='warning'>There isn't enough light here, and you can feel your body protesting the fact violently.</span>"
  						H.nutrition -= T.lighting_lumcount/1.5
  						H.adjustOxyLoss(3 * dark_damage_multiplier, 1)
  					if (3.1 to 6)
  						//low light
  						light_level = 2
  						light_msg = "<span class='warning'>The ambient light levels are too low. Your breath is coming more slowly as your insides struggle to keep up on their own.</span>"
  						H.nutrition -= T.lighting_lumcount/2
  						H.adjustOxyLoss(6 * dark_damage_multiplier, 1)
  					if (6.1 to 10)
  						//medium, average, doing nothing for now
  						light_level = 3
  						H.nutrition += T.lighting_lumcount/10
  					if (10.1 to 22)
  						//high light, regen here
  						light_level = 4
  						H.nutrition += T.lighting_lumcount/6
  						if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  							H.adjustToxLoss(-0.5 * light_heal_multiplier, 1)
  							H.adjustOxyLoss(-0.5 * light_heal_multiplier, 1)
  							H.heal_overall_damage(1 * light_heal_multiplier, 1 * light_heal_multiplier)
  					if (22.1 to INFINITY)
  						//super high light
  						light_level = 5
  						H.nutrition += T.lighting_lumcount/4
  						if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  							H.adjustToxLoss(-1 * light_heal_multiplier, 1)
  							H.adjustOxyLoss(-0.5 * light_heal_multiplier, 1)
  							H.heal_overall_damage(1.5 * light_heal_multiplier, 1.5 * light_heal_multiplier)
  			else if(T.loc.luminosity == 1 || A.lighting_use_dynamic == 0)
  				light_level = 6
  				H.nutrition += 1.4
  				if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  					H.adjustToxLoss(-1 * light_heal_multiplier, 1)
  					H.adjustOxyLoss(-0.5* light_heal_multiplier, 1)
  					H.heal_overall_damage(1.5* light_heal_multiplier, 1.5* light_heal_multiplier)
  			else
  				//no light, this is baaaaaad
  				light_level = 0
  				light_msg = "<span class='userdanger'>Darkness! Your insides churn and your skin screams in pain!</span>"
  				H.nutrition -= 3
  				H.adjustOxyLoss(3 * dark_damage_multiplier, 1)
  				H.adjustToxLoss(1 * dark_damage_multiplier, 1)
  	else
  		if(!istype(H.loc, /obj/mecha))
  			//inside a container or something else, inflict low-level light degen
  			light_level = -1
  			light_msg = "<span class='warning'>There's not enough light reaching you in here. You start to feel very claustrophobic as your energy begins to drain away.</span>"
  			H.nutrition -= 1.5
  			H.adjustOxyLoss(9 * dark_damage_multiplier, 1)
  			H.adjustToxLoss(3 * dark_damage_multiplier, 1)
  
  	if(light_level != last_light_level)
  		last_light_level = light_level
  
negative.code: 	if(!environment)
  		return
  	if(H.bodytemperature < 150 || H.bodytemperature > 400)
  		no_light_heal = TRUE
  	else
  		no_light_heal = FALSE
  
  /datum/species/plant/handle_flash(mob/living/carbon/human/H, intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
  	H.adjustFireLoss(-5, 1)
  