anchor.diff:  		if(status_flags & GODMODE)	return 1	//godmode
   
   		if(adjusted_pressure >= species.hazard_high_pressure)
  -			adjustBruteLoss(min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE))
  +			var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)
  +			take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure")
   			pressure_alert = 2
   		else if(adjusted_pressure >= species.warning_high_pressure)
   			pressure_alert = 1
  
positive.code: 			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)
  					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)
  					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)
  					fire_alert = max(fire_alert, 2)
  
  		else if(bodytemperature < species.cold_level_1)
  
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
  