From bcd67b93cee13e287ef79eca00e46805ee9e3035 Mon Sep 17 00:00:00 2001 From: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Date: Fri, 1 Aug 2025 10:50:27 +1000 Subject: [PATCH] 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 :cl: fix: Swimming now no longer punishes you with less gains for swimming in heavy gravity, but also weirdly easier to swim in. /:cl: --- code/datums/elements/swimming_tile.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/datums/elements/swimming_tile.dm b/code/datums/elements/swimming_tile.dm index eb4330549b0..738a8d315ef 100644 --- a/code/datums/elements/swimming_tile.dm +++ b/code/datums/elements/swimming_tile.dm @@ -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)