anchor.diff:  			pressure_alert = -1
   		else
   			if( !(M_RESIST_COLD in mutations))
  -				adjustBruteLoss(LOW_PRESSURE_DAMAGE)
  +				take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
   				pressure_alert = -2
   			else
   				pressure_alert = -1
  
positive.code: 		if(status_flags & GODMODE)	return 1	//godmode
  
  		if(adjusted_pressure >= species.hazard_high_pressure)
  			adjustBruteLoss(min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE))
  			pressure_alert = 2
  		else if(adjusted_pressure >= species.warning_high_pressure)
  			pressure_alert = 1
  
negative.code: 			if(status_flags & GODMODE)	return 1	//godmode
  			switch(bodytemperature)
  				if(species.heat_level_1 to species.heat_level_2)
  					take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
  					fire_alert = max(fire_alert, 2)
  				if(species.heat_level_2 to species.heat_level_3)
  					take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
  					fire_alert = max(fire_alert, 2)
  				if(species.heat_level_3 to INFINITY)
  					take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
  					fire_alert = max(fire_alert, 2)
  
  		else if(bodytemperature < species.cold_level_1)
  