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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. /🆑
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@@ -60,7 +60,7 @@
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var/effective_stamina_entry_cost = HAS_TRAIT(floater, TRAIT_STRENGTH) ? (stamina_entry_cost + clothing_weight(floater)) : ((stamina_entry_cost + clothing_weight(floater)) / 2)
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//Being in high gravity doubles our effective stamina cost
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var/gravity_modifier = floater.has_gravity() > STANDARD_GRAVITY ? 1 : 2
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var/gravity_modifier = floater.has_gravity() > STANDARD_GRAVITY ? 2 : 1
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//If our floater has a specialized spine, include that as a factor.
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var/obj/item/organ/cyberimp/chest/spine/potential_spine = floater.get_organ_slot(ORGAN_SLOT_SPINE)
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@@ -120,7 +120,7 @@
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var/effective_stamina_per_interval = HAS_TRAIT(owner, TRAIT_STRENGTH) ? stamina_per_interval : (stamina_per_interval / 2)
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var/gravity_modifier = owner.has_gravity() > STANDARD_GRAVITY ? 1 : 2
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var/gravity_modifier = owner.has_gravity() > STANDARD_GRAVITY ? 2 : 1
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var/under_pressure = prob(drowning_process_probability * gravity_modifier)
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