Call the proper proc

This commit is contained in:
ShizCalev
2020-02-24 01:28:54 -05:00
parent df81c5be4a
commit 0228bc2fbe
11 changed files with 11 additions and 11 deletions
+1 -1
View File
@@ -165,7 +165,7 @@
stress = max(stress - 4, 0)
/datum/brain_trauma/severe/monophobia/proc/check_alone()
if(HAS_TRAIT(owner, TRAIT_BLIND))
if(owner.is_blind())
return TRUE
for(var/mob/M in oview(owner, 7))
if(!isliving(M)) //ghosts ain't people
@@ -63,7 +63,7 @@ Bonus
M.become_nearsighted(EYE_DAMAGE)
if(prob(eyes.damage - 10 + 1))
if(!remove_eyes)
if(!HAS_TRAIT(M, TRAIT_BLIND))
if(!M.is_blind())
to_chat(M, "<span class='userdanger'>You go blind!</span>")
eyes.applyOrganDamage(eyes.maxHealth)
else
+1 -1
View File
@@ -647,7 +647,7 @@
/mob/living/carbon/human/proc/something_horrible_mindmelt()
if(!HAS_TRAIT(src, TRAIT_BLIND))
if(!is_blind())
var/obj/item/organ/eyes/eyes = locate(/obj/item/organ/eyes) in internal_organs
if(!eyes)
return
+1 -1
View File
@@ -530,7 +530,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
M.adjust_blurriness(15)
if(M.stat != DEAD)
to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
if(!(HAS_TRAIT(M, TRAIT_BLIND) || HAS_TRAIT(M, TRAIT_NEARSIGHT)))
if(!(M.is_blind() || HAS_TRAIT(M, TRAIT_NEARSIGHT)))
to_chat(M, "<span class='danger'>You become nearsighted!</span>")
M.become_nearsighted(EYE_DAMAGE)
if(prob(50))
@@ -86,7 +86,7 @@
else
user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
if(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_BLIND)) || !M.flash_act(visual = 1)) //mob is dead or fully blind
if(M.stat == DEAD || (M.is_blind()) || !M.flash_act(visual = 1)) //mob is dead or fully blind
to_chat(user, "<span class='warning'>[M]'s pupils don't react to the light!</span>")
else if(M.dna && M.dna.check_mutation(XRAY)) //mob has X-ray vision
to_chat(user, "<span class='danger'>[M]'s pupils give an eerie glow!</span>")
+1 -1
View File
@@ -256,7 +256,7 @@ GENE SCANNER
message = "\n<span class='alert ml-2'>Subject does not have eyes.</span>"
if(istype(eyes))
message = ""
if(HAS_TRAIT(C, TRAIT_BLIND))
if(C.is_blind())
message += "\n<span class='alert ml-2'>Subject is blind.</span>"
if(HAS_TRAIT(C, TRAIT_NEARSIGHT))
message += "\n<span class='alert ml-2'>Subject is nearsighted.</span>"
+1 -1
View File
@@ -46,7 +46,7 @@
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
var/obj/item/organ/eyes/eyes = H.getorganslot(ORGAN_SLOT_EYES)
if(!(HAS_TRAIT(H, TRAIT_BLIND)))
if(!H.is_blind())
if(H.glasses == src)
to_chat(H, "<span class='danger'>[src] overloads and blinds you!</span>")
H.flash_act(visual = 1)
@@ -342,7 +342,7 @@
become_nearsighted(EYE_DAMAGE)
else if(prob(eyes.damage - 25))
if(!HAS_TRAIT(src, TRAIT_BLIND))
if(!is_blind())
to_chat(src, "<span class='warning'>You can't see anything!</span>")
eyes.applyOrganDamage(eyes.maxHealth)
@@ -277,7 +277,7 @@
if(mood.sanity <= SANITY_DISTURBED)
msg += "[t_He] seem[p_s()] distressed.\n"
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
if (HAS_TRAIT(src, TRAIT_BLIND))
if (is_blind())
msg += "[t_He] appear[p_s()] to be staring off into space.\n"
if (HAS_TRAIT(src, TRAIT_DEAF))
msg += "[t_He] appear[p_s()] to not be responding to noises.\n"
+1 -1
View File
@@ -402,7 +402,7 @@
/mob/living/proc/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash)
if(HAS_TRAIT(src, TRAIT_NOFLASH))
return FALSE
if(get_eye_protection() < intensity && (override_blindness_check || !(HAS_TRAIT(src, TRAIT_BLIND))))
if(get_eye_protection() < intensity && (override_blindness_check || !is_blind()))
overlay_fullscreen("flash", type)
addtimer(CALLBACK(src, .proc/clear_fullscreen, "flash", 25), 25)
return TRUE
@@ -233,7 +233,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
if(prob(5) && iscarbon(M))
var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES)
if(HAS_TRAIT(M, TRAIT_BLIND))
if(M.is_blind())
if(istype(eyes))
eyes.Remove(M)
eyes.forceMove(get_turf(M))