mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-17 19:14:15 +01:00
Call the proper proc
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@@ -165,7 +165,7 @@
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stress = max(stress - 4, 0)
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/datum/brain_trauma/severe/monophobia/proc/check_alone()
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if(HAS_TRAIT(owner, TRAIT_BLIND))
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if(owner.is_blind())
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return TRUE
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for(var/mob/M in oview(owner, 7))
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if(!isliving(M)) //ghosts ain't people
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@@ -63,7 +63,7 @@ Bonus
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M.become_nearsighted(EYE_DAMAGE)
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if(prob(eyes.damage - 10 + 1))
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if(!remove_eyes)
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if(!HAS_TRAIT(M, TRAIT_BLIND))
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if(!M.is_blind())
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to_chat(M, "<span class='userdanger'>You go blind!</span>")
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eyes.applyOrganDamage(eyes.maxHealth)
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else
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+1
-1
@@ -647,7 +647,7 @@
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/mob/living/carbon/human/proc/something_horrible_mindmelt()
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if(!HAS_TRAIT(src, TRAIT_BLIND))
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if(!is_blind())
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var/obj/item/organ/eyes/eyes = locate(/obj/item/organ/eyes) in internal_organs
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if(!eyes)
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return
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@@ -530,7 +530,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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M.adjust_blurriness(15)
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if(M.stat != DEAD)
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to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
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if(!(HAS_TRAIT(M, TRAIT_BLIND) || HAS_TRAIT(M, TRAIT_NEARSIGHT)))
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if(!(M.is_blind() || HAS_TRAIT(M, TRAIT_NEARSIGHT)))
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to_chat(M, "<span class='danger'>You become nearsighted!</span>")
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M.become_nearsighted(EYE_DAMAGE)
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if(prob(50))
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@@ -86,7 +86,7 @@
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else
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user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
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"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
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if(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_BLIND)) || !M.flash_act(visual = 1)) //mob is dead or fully blind
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if(M.stat == DEAD || (M.is_blind()) || !M.flash_act(visual = 1)) //mob is dead or fully blind
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to_chat(user, "<span class='warning'>[M]'s pupils don't react to the light!</span>")
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else if(M.dna && M.dna.check_mutation(XRAY)) //mob has X-ray vision
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to_chat(user, "<span class='danger'>[M]'s pupils give an eerie glow!</span>")
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@@ -256,7 +256,7 @@ GENE SCANNER
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message = "\n<span class='alert ml-2'>Subject does not have eyes.</span>"
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if(istype(eyes))
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message = ""
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if(HAS_TRAIT(C, TRAIT_BLIND))
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if(C.is_blind())
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message += "\n<span class='alert ml-2'>Subject is blind.</span>"
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if(HAS_TRAIT(C, TRAIT_NEARSIGHT))
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message += "\n<span class='alert ml-2'>Subject is nearsighted.</span>"
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@@ -46,7 +46,7 @@
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if(ishuman(src.loc))
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var/mob/living/carbon/human/H = src.loc
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var/obj/item/organ/eyes/eyes = H.getorganslot(ORGAN_SLOT_EYES)
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if(!(HAS_TRAIT(H, TRAIT_BLIND)))
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if(!H.is_blind())
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if(H.glasses == src)
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to_chat(H, "<span class='danger'>[src] overloads and blinds you!</span>")
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H.flash_act(visual = 1)
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@@ -342,7 +342,7 @@
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become_nearsighted(EYE_DAMAGE)
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else if(prob(eyes.damage - 25))
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if(!HAS_TRAIT(src, TRAIT_BLIND))
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if(!is_blind())
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to_chat(src, "<span class='warning'>You can't see anything!</span>")
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eyes.applyOrganDamage(eyes.maxHealth)
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@@ -277,7 +277,7 @@
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if(mood.sanity <= SANITY_DISTURBED)
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msg += "[t_He] seem[p_s()] distressed.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
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if (HAS_TRAIT(src, TRAIT_BLIND))
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if (is_blind())
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msg += "[t_He] appear[p_s()] to be staring off into space.\n"
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if (HAS_TRAIT(src, TRAIT_DEAF))
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msg += "[t_He] appear[p_s()] to not be responding to noises.\n"
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@@ -402,7 +402,7 @@
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/mob/living/proc/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash)
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if(HAS_TRAIT(src, TRAIT_NOFLASH))
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return FALSE
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if(get_eye_protection() < intensity && (override_blindness_check || !(HAS_TRAIT(src, TRAIT_BLIND))))
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if(get_eye_protection() < intensity && (override_blindness_check || !is_blind()))
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overlay_fullscreen("flash", type)
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addtimer(CALLBACK(src, .proc/clear_fullscreen, "flash", 25), 25)
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return TRUE
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@@ -233,7 +233,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
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if(prob(5) && iscarbon(M))
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var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES)
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if(HAS_TRAIT(M, TRAIT_BLIND))
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if(M.is_blind())
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if(istype(eyes))
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eyes.Remove(M)
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eyes.forceMove(get_turf(M))
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