anchor.diff:  			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)
  +					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)
  -					//apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
  -					adjustFireLoss(HEAT_DAMAGE_LEVEL_2)
  +					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)
  -					//apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
  -					adjustFireLoss(HEAT_DAMAGE_LEVEL_3)
  +					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)
  
positive.code: 			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)
  						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)
  						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)
  						fire_alert = max(fire_alert, 1)
  
  		// Account for massive pressure differences.  Done by Polymorph
  
negative.code: 			pressure_alert = -1
  		else
  			if( !(M_RESIST_COLD in mutations))
  				take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
  				pressure_alert = -2
  			else
  				pressure_alert = -1
  