jesus
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@@ -218,7 +218,7 @@ effective or pretty fucking useless.
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var/turf/T = get_turf(src)
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if(on)
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var/lumcount = T.get_lumcount()
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if(lumcount > 3)
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if(lumcount > 0.3)
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charge = max(0,charge - 25)//Quick decrease in light
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else
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charge = min(max_charge,charge + 50) //Charge in the dark
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@@ -58,7 +58,7 @@
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light_amount = T.get_lumcount()
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if(light_amount > 2)
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if(light_amount > 0.2)
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M << "<span class='warning'>It's too bright here to use [src.name]!</span>"
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return 0
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@@ -75,4 +75,4 @@
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M << "<span class='warning'>There aren't enough people to use the [src.name]!</span>"
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return 0
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return 1
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return 1
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@@ -152,10 +152,10 @@
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var/turf/currentTurf = loc
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var/lightAmt = currentTurf.get_lumcount()
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if(myseed.plant_type == PLANT_MUSHROOM)
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if(lightAmt < 2)
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if(lightAmt < 0.2)
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adjustHealth(-1 / rating)
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else // Non-mushroom
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if(lightAmt < 4)
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if(lightAmt < 0.4)
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adjustHealth(-2 / rating)
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//Water//////////////////////////////////////////////////////////////////
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@@ -114,7 +114,7 @@
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var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
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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(10,T.get_lumcount()) - 5
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light_amount = min(10,T.get_lumcount() * 100) - 5
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H.nutrition += light_amount
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if(H.nutrition > NUTRITION_LEVEL_FULL)
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H.nutrition = NUTRITION_LEVEL_FULL
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@@ -177,7 +177,7 @@
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if(light_amount > 2) //if there's enough light, start dying
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H.take_overall_damage(1,1)
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else if (light_amount < 2) //heal in the dark
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else if (light_amount < 0.2) //heal in the dark
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H.heal_overall_damage(1,1)
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/*
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@@ -111,7 +111,7 @@
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// Check for darkness
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var/turf/T = get_turf(loc)
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if(T && destination)
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if((T.get_lumcount())<1 && (destination.get_lumcount())<1) // No one can see us in the darkness, right?
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if((T.get_lumcount())<0.1 && (destination.get_lumcount())<0.1) // No one can see us in the darkness, right?
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return null
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if(T == destination)
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destination = null
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