anchor.diff:  	STOP_PROCESSING(SSobj, src)
   	. = ..()
   
  -/obj/effect/dummy/phased_mob/shadow/process()
  +/obj/effect/dummy/phased_mob/shadow/process(delta_time)
  +	var/turf/T = get_turf(src)
  +	var/light_amount = T.get_lumcount()
   	if(!jaunter || jaunter.loc != src)
   		qdel(src)
  +	if (light_amount < 0.2 && (!QDELETED(jaunter))) //heal in the dark
  +		jaunter.heal_overall_damage((SHADOW_REGEN_RATE * delta_time), (SHADOW_REGEN_RATE * delta_time), 0, BODYPART_ORGANIC)
   	check_light_level()
  +
   
   /obj/effect/dummy/phased_mob/shadow/relaymove(mob/living/user, direction)
   	var/turf/oldloc = loc
  
positive.code: /obj/effect/proc_holder/spell/targeted/shadowwalk
  	name = "Shadow Walk"
  	desc = "Grants unlimited movement in darkness."
  
negative.code: 			visible_message("<span class='boldwarning'>[jaunter] emerges from the darkness!</span>")
  		playsound(loc, 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
  	qdel(src)
  
  
  #undef SHADOW_REGEN_RATE
  