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Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into sync_to_bay_10/10/2015
Conflicts: .travis.yml code/game/gamemodes/changeling/changeling_powers.dm code/game/gamemodes/changeling/modularchangling.dm code/game/turfs/simulated.dm code/global.dm icons/misc/fullscreen.dmi polaris.dme
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@@ -101,7 +101,7 @@
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if(seed.get_trait(TRAIT_REQUIRES_NUTRIENTS))
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if(seed.get_trait(TRAIT_NUTRIENT_CONSUMPTION) < 0.05)
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dat += "<td>Low</td>"
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else if(seed.get_trait(TRAIT_REQUIRES_NUTRIENTS) > 0.2)
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else if(seed.get_trait(TRAIT_NUTRIENT_CONSUMPTION) > 0.2)
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dat += "<td>High</td>"
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else
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dat += "<td>Norm</td>"
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@@ -7,7 +7,7 @@
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if(!istype(M))
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return
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if(!buckled_mob && !M.buckled && !M.anchored && (M.small || prob(round(seed.get_trait(TRAIT_POTENCY)/6))))
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if(!buckled_mob && !M.buckled && !M.anchored && (issmall(M) || prob(round(seed.get_trait(TRAIT_POTENCY)/6))))
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//wait a tick for the Entered() proc that called HasProximity() to finish (and thus the moving animation),
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//so we don't appear to teleport from two tiles away when moving into a turf adjacent to vines.
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spawn(1)
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@@ -36,7 +36,9 @@
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if(age >= seed.get_trait(TRAIT_MATURATION))
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overlay_stage = seed.growth_stages
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else
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var/maturation = round(seed.get_trait(TRAIT_MATURATION)/seed.growth_stages)
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var/maturation = seed.get_trait(TRAIT_MATURATION)/seed.growth_stages
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if(maturation < 1)
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maturation = 1
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overlay_stage = maturation ? max(1,round(age/maturation)) : 1
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var/ikey = "[seed.get_trait(TRAIT_PLANT_ICON)]-[overlay_stage]"
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var/image/plant_overlay = plant_controller.plant_icon_cache["[ikey]-[seed.get_trait(TRAIT_PLANT_COLOUR)]"]
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