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photosynth component for traits and species (#17712)
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@@ -1166,12 +1166,6 @@
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take_overall_damage(1,1)
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else //heal in the dark
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heal_overall_damage(1,1)
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if(species.photosynthesizing && nutrition < 1000)
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var/light_amount = 0
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if(isturf(loc))
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var/turf/T = loc
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light_amount = T.get_lumcount() / 10
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adjust_nutrition(light_amount)
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// nutrition decrease
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if(nutrition <= 0 && species.shrinks && size_multiplier > RESIZE_TINY)
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nutrition = 0.1
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@@ -244,7 +244,6 @@
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var/gluttonous // Can eat some mobs. 1 for mice, 2 for monkeys, 3 for people.
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var/soft_landing = FALSE // Can fall down and land safely on small falls.
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var/photosynthesizing = FALSE // If we get nutrition from light or not.
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var/shrinks = FALSE // If we shrink when we have no nutrition. Not added but here for downstream's sake.
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var/grows = FALSE // Same as above but if we grow when >1000 nutrition.
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var/crit_mod = 1 // Used for when we go unconscious. Used downstream.
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@@ -352,8 +352,8 @@
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name = "Photosynthesis"
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desc = "Your body is able to produce nutrition from being in light."
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cost = 3
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var_changes = list("photosynthesizing" = TRUE)
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can_take = ORGANICS|SYNTHETICS //Synths actually use nutrition, just with a fancy covering.
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added_component_path = /datum/component/photosynth
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/datum/trait/positive/rad_resistance
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name = "Radiation Resistance"
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