anchor.diff:  
   	handle_stasis_bag()
   
  +	if(life_tick > 5 && timeofdeath && (timeofdeath < 5 || world.time - timeofdeath > 6000))	//We are long dead, or we're junk mobs spawned like the clowns on the clown shuttle
  +		return											//We go ahead and process them 5 times for HUD images and other stuff though.
  +
   	//Handle temperature/pressure differences between body and environment
  -	handle_environment(environment)
  +	handle_environment(environment)		//Optimized a good bit.
   
   	//Status updates, death etc.
  -	handle_regular_status_updates()		//TODO: optimise ~Carn  NO SHIT ~Ccomp
  +	handle_regular_status_updates()		//Optimized a bit
   	update_canmove()
   
   	//Update our name based on whether our face is obscured/disfigured
  
positive.code: 			else
  				loc_temp = environment.temperature
  
  			//world << "Loc temp: [loc_temp] - Body temp: [bodytemperature] - Fireloss: [getFireLoss()] - Thermal protection: [get_thermal_protection()] - Fire protection: [thermal_protection + add_fire_protection(loc_temp)] - Heat capacity: [environment_heat_capacity] - Location: [loc] - src: [src]"
  
  			//Body temperature is adjusted in two steps. Firstly your body tries to stabilize itself a bit.
  			if(stat != 2)
  				stabilize_temperature_from_calories()
  
  	//		log_debug("Adjusting to atmosphere.")
  			//After then, it reacts to the surrounding atmosphere based on your thermal protection
  			if(!on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
  				if(loc_temp < BODYTEMP_COLD_DAMAGE_LIMIT)			//Place is colder than we are
  					var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
  					if(thermal_protection < 1)
  						var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
  	//					log_debug("[loc_temp] is Cold. Cooling by [amt]")
  						bodytemperature += amt
  				else if (loc_temp > BODYTEMP_HEAT_DAMAGE_LIMIT)			//Place is hotter than we are
  					var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
  					if(thermal_protection < 1)
  						var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
  	//					log_debug("[loc_temp] is Heat. Heating up by [amt]")
  						bodytemperature += amt
  
  		// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
  
negative.code: 
  	proc/stabilize_temperature_from_calories()
  		var/body_temperature_difference = 310.15 - bodytemperature
  		if (abs(body_temperature_difference) < 0.5)
  			return //fuck this precision
  		switch(bodytemperature)
  			if(-INFINITY to 260.15) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
  