anchor.diff:  			H.throw_alert("nutrition","hungry")
   		else
   			H.throw_alert("nutrition","starving")
  +
   	return 1
  +
   /datum/species/proc/handle_mutations_and_radiation(mob/living/carbon/human/H)
  +
   	if(!(RADIMMUNE in specflags))
   		if(H.radiation)
   			if (H.radiation > 100)
   				H.Weaken(10)
   				H << "<span class='danger'>You feel weak.</span>"
   				H.emote("collapse")
  +
   			switch(H.radiation)
  +
   				if(50 to 75)
   					if(prob(5))
   						H.Weaken(3)
  
positive.code: 						H.domutcheck()
  		return 0
  	return 1
  ////////////////
  // MOVE SPEED //
  ////////////////
  /datum/species/proc/movement_delay(mob/living/carbon/human/H)
  	var/mspeed = 0
  	if(!(H.status_flags & IGNORESLOWDOWN))
  		var/grav = has_gravity(H)
  		var/hasjetpack = 0
  		if(!grav)
  			var/obj/item/weapon/tank/jetpack/J
  			var/obj/item/weapon/tank/jetpack/P
  			if(istype(H.back, /obj/item/weapon/tank/jetpack))
  				J = H.back
  			if(istype(H.wear_suit,/obj/item/clothing/suit/space/hardsuit)) //copypasta but faster implementation currently
  
negative.code: 					H.apply_effect(2, WEAKEN, H.run_armor_check(affecting, "melee", "Your armor prevents your fall!", "Your armor softens your fall!"))
  					H.forcesay(hit_appends)
  					return
  
  				var/talked = 0	// BubbleWrap
  
  				if(randn <= 60)
  					//BubbleWrap: Disarming breaks a pull
  					if(H.pulling)
  						H.visible_message("<span class='warning'>[M] has broken [H]'s grip on [H.pulling]!</span>")
  						talked = 1
  						H.stop_pulling()
  
  					//BubbleWrap: Disarming also breaks a grab - this will also stop someone being choked, won't it?
  					if(istype(H.l_hand, /obj/item/weapon/grab))
  						var/obj/item/weapon/grab/lgrab = H.l_hand
  