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sorting thirst code + not-water replenishes hydration
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@@ -44,4 +44,4 @@
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thirst -= THIRST_FACTOR/12
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if(m_intent == MOVE_INTENT_RUN)
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nutrition -= HUNGER_FACTOR/5
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thirst -= THIRST_FACTOR/5 //running around depleats thirst more so.
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thirst -= THIRST_FACTOR/5
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@@ -1243,7 +1243,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if (H.nutrition > 0 && H.stat != DEAD && !HAS_TRAIT(H, TRAIT_NOHUNGER))
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// THEY HUNGER
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var/hunger_rate = HUNGER_FACTOR
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var/thirst_rate = THIRST_FACTOR
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var/datum/component/mood/mood = H.GetComponent(/datum/component/mood)
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if(mood && mood.sanity > SANITY_DISTURBED)
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hunger_rate *= max(0.5, 1 - 0.002 * mood.sanity) //0.85 to 0.75
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@@ -1262,7 +1261,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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hunger_rate = 3 * HUNGER_FACTOR
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hunger_rate *= H.physiology.hunger_mod
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H.nutrition = max(0, H.nutrition - hunger_rate)
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H.thirst = max(0, H.thirst - thirst_rate)
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if (H.nutrition > NUTRITION_LEVEL_FULL)
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@@ -1298,6 +1296,14 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(0 to NUTRITION_LEVEL_STARVING)
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H.throw_alert("nutrition", /obj/screen/alert/starving)
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/datum/species/proc/handle_thirst(mob/living/carbon/human/H)
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if(HAS_TRAIT(src, TRAIT_NOTHIRST))
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return
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//Put more things here if you plan on adding more things. I know this proc is a bit empty at the moment
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H.thirst -= THIRST_FACTOR
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switch(H.thirst)
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if(NUTRITION_LEVEL_HUNGRY to INFINITY)
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H.clear_alert("thirst")
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@@ -1306,6 +1312,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(0 to NUTRITION_LEVEL_STARVING)
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H.throw_alert("thirst", /obj/screen/alert/dehydrated)
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/datum/species/proc/update_health_hud(mob/living/carbon/human/H)
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return 0
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