Fixes an inverted ternary for determining the effect of gravity on swimmers (#92369)

## About The Pull Request

This should be the other way around. Higher gravity means more damage
but better rewards. Not less.

## Why It's Good For The Game

Oops

## Changelog
🆑
fix: Swimming now no longer punishes you with less gains for swimming in
heavy gravity, but also weirdly easier to swim in.
/🆑
This commit is contained in:
necromanceranne
2025-08-04 20:53:37 -04:00
committed by Roxy
parent e1011ebf6d
commit bcd67b93ce
+2 -2
View File
@@ -60,7 +60,7 @@
var/effective_stamina_entry_cost = HAS_TRAIT(floater, TRAIT_STRENGTH) ? (stamina_entry_cost + clothing_weight(floater)) : ((stamina_entry_cost + clothing_weight(floater)) / 2)
//Being in high gravity doubles our effective stamina cost
var/gravity_modifier = floater.has_gravity() > STANDARD_GRAVITY ? 1 : 2
var/gravity_modifier = floater.has_gravity() > STANDARD_GRAVITY ? 2 : 1
//If our floater has a specialized spine, include that as a factor.
var/obj/item/organ/cyberimp/chest/spine/potential_spine = floater.get_organ_slot(ORGAN_SLOT_SPINE)
@@ -120,7 +120,7 @@
var/effective_stamina_per_interval = HAS_TRAIT(owner, TRAIT_STRENGTH) ? stamina_per_interval : (stamina_per_interval / 2)
var/gravity_modifier = owner.has_gravity() > STANDARD_GRAVITY ? 1 : 2
var/gravity_modifier = owner.has_gravity() > STANDARD_GRAVITY ? 2 : 1
var/under_pressure = prob(drowning_process_probability * gravity_modifier)