anchor.diff:  				location_as_object.handle_internal_lifeform(src, 0)
   		else
   			//First, check for air from internal atmosphere (using an air tank and mask generally)
  -			breath = get_breath_from_internal(BREATH_VOLUME)
  +			breath = get_breath_from_internal(BREATH_VOLUME) // Super hacky -- TLE
  +			//breath = get_breath_from_internal(0.5) // Manually setting to old BREATH_VOLUME amount -- TLE
   
   			//No breath from internal atmosphere so get breath from location
   			if(!breath)
  
positive.code: 		// Same, but for the toxins
  		var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
  		// And CO2, lets say a PP of more than 10 will be bad (It's a little less really, but eh, being passed out all round aint no fun)
  		var/CO2_pp = (breath.carbon_dioxide/breath.total_moles())*breath_pressure
  		//var/CO2_pp = (breath.carbon_dioxide/breath.total_moles())*0.5 // The default pressure value
  
  		if(O2_pp < safe_oxygen_min) 			// Too little oxygen
  
negative.code: 	set background = BACKGROUND_ENABLED
  
  	if (notransform)	return
  	if(!loc)			return	// Fixing a null error that occurs when the mob isn't found in the world -- TLE
  
  	..()
  
  