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@@ -813,7 +813,6 @@
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unarmed_type = /datum/unarmed_attack/diona
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//primitive_form = "Nymph"
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slowdown = 5
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hunger_drain = 0.4
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remains_type = /obj/effect/decal/cleanable/ash
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@@ -890,15 +889,11 @@
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return ..()
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/datum/species/diona/water_act(var/mob/living/carbon/C, volume, temperature, source)
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..()
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C.nutrition = min(C.nutrition + volume, NUTRITION_LEVEL_WELL_FED + 10)
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/datum/species/diona/handle_life(var/mob/living/carbon/human/H)
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H.radiation = Clamp(H.radiation, 0, 100) //We have to clamp this first, then decrease it, or there's a few edge cases of massive heals if we clamp and decrease at the same time.
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var/rads = H.radiation / 25
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H.radiation = max(H.radiation - rads, 0)
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H.nutrition = min(H.nutrition + rads, NUTRITION_LEVEL_WELL_FED + 10)
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H.radiation = max(H.radiation-rads, 0)
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H.nutrition = min(H.nutrition+rads, NUTRITION_LEVEL_WELL_FED+10)
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H.adjustBruteLoss(-(rads))
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H.adjustToxLoss(-(rads))
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@@ -906,18 +901,19 @@
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if(isturf(H.loc)) //else, there's considered to be no light
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var/turf/T = H.loc
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light_amount = min(T.get_lumcount() * 10, 5) //hardcapped so it's not abused by having a ton of flashlights
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H.nutrition = min(H.nutrition+light_amount, NUTRITION_LEVEL_WELL_FED+10)
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if(light_amount > 0)
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H.clear_alert("nolight")
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else
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H.throw_alert("nolight", /obj/screen/alert/nolight)
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H.nutrition -= 20
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if((light_amount >= 5 && H.nutrition >= NUTRITION_LEVEL_FED) && !H.suiciding) //if there's enough light, heal
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H.adjustBruteLoss(-(light_amount / 2))
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H.adjustFireLoss(-(light_amount / 4))
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if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
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H.take_overall_damage(10, 0)
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if((light_amount >= 5) && !H.suiciding) //if there's enough light, heal
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H.adjustBruteLoss(-(light_amount/2))
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H.adjustFireLoss(-(light_amount/4))
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if(H.nutrition < NUTRITION_LEVEL_STARVING+50)
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H.take_overall_damage(10,0)
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..()
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/datum/species/machine
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