anchor.diff:  		if (prob(3))
   			H << "<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.adjustOxyLoss(9)
  -
  +			H.adjustToxLoss(3)
  +
  +	if(H.nutrition > NUTRITION_LEVEL_FULL)
  +		H.nutrition = NUTRITION_LEVEL_FULL
   
   	if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
   		if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  
positive.code: 					H.adjustOxyLoss(-0.1)
  					H.heal_overall_damage(0.2, 0.2)
  					return
  
  		if (istype(A, /area/shuttle) || istype(A, /area/syndicate_mothership) || istype(A, /area/centcom))
  			//assess first if they're in a problematic area with dodgy lumcount variables, which all of these areas are
  			H.nutrition += 0.45
  			if(H.nutrition > NUTRITION_LEVEL_FULL)
  				H.nutrition = NUTRITION_LEVEL_FULL
  			return
  
  		if (T.lighting_lumcount)
  			switch (T.lighting_lumcount)
  
negative.code: 					if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  						H.adjustToxLoss(-1)
  						H.adjustOxyLoss(-0.5)
  						H.heal_overall_damage(1.5, 1.5)
  		else if(T.loc.luminosity == 1 || A.lighting_use_dynamic == 0)
  			H.nutrition += 1.4
  			if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  				H.adjustToxLoss(-1)
  				H.adjustOxyLoss(-0.5)
  				H.heal_overall_damage(1.5, 1.5)
  		else
  			//no light, this is baaaaaad
  			H.nutrition -= 3
  