anchor.diff:  			if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
   				switch(bodytemperature)
   					if(species.cold_level_2 to species.cold_level_1)
  -						//I'm thinking it might be better to use adjustFireloss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest
  -						//apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature")
  -						adjustFireLoss(COLD_DAMAGE_LEVEL_1)
  +						take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
   						fire_alert = max(fire_alert, 1)
   					if(species.cold_level_3 to species.cold_level_2)
  -						//apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature")
  -						adjustFireLoss(COLD_DAMAGE_LEVEL_2)
  +						take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
   						fire_alert = max(fire_alert, 1)
   					if(-INFINITY to species.cold_level_3)
  -						//apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature")
  -						adjustFireLoss(COLD_DAMAGE_LEVEL_3)
  +						take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
   						fire_alert = max(fire_alert, 1)
   
   		// Account for massive pressure differences.  Done by Polymorph
  
positive.code: 			if(status_flags & GODMODE)	return 1	//godmode
  			switch(bodytemperature)
  				if(species.heat_level_1 to species.heat_level_2)
  					//I'm thinking it might be better to use adjustFireLoss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest
  					//apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
  					adjustFireLoss(HEAT_DAMAGE_LEVEL_1)
  					fire_alert = max(fire_alert, 2)
  				if(species.heat_level_2 to species.heat_level_3)
  					//apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
  					adjustFireLoss(HEAT_DAMAGE_LEVEL_2)
  					fire_alert = max(fire_alert, 2)
  				if(species.heat_level_3 to INFINITY)
  					//apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
  					adjustFireLoss(HEAT_DAMAGE_LEVEL_3)
  					fire_alert = max(fire_alert, 2)
  
  		else if(bodytemperature < species.cold_level_1)
  
negative.code: 		if(status_flags & GODMODE)	return 1	//godmode
  
  		if(adjusted_pressure >= species.hazard_high_pressure)
  			var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)
  			take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure")
  			pressure_alert = 2
  		else if(adjusted_pressure >= species.warning_high_pressure)
  			pressure_alert = 1
  