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Tweaks blindness to be more player friendly (#94323)
## About The Pull Request So something i missed from when i played Goonstation a long while ago was my blind characters, i tried recreating them in TGCode but found that the blind quirk here is far more harsh to play visually. So i got some help from Melbert and got a plan goin and here's the results.  Players can see colors! But muted, this change is strictly for visual enjoyment as the constant monochrome is just - i cant really describe how much i hate seeing it for more than 15 minutes. Secondly the flicker is gone from the quirk but remains for all the temporary blindness, this is 100% Melberts code as they're a helluva lot smarter than I am and I just nod and smile before pasting it. This did entail creating a new fulscreen in the dmi, but i just copy/pasted the existing one and took out the animated frames and named it as 'static' so it wouldnt interfere with anything else using it. ## Why It's Good For The Game Playing a blind character is great, however it causes some serious eyestrain after prolonged playstyle ## Changelog 🆑 MrMelbert, Zergspower qol: The world is now heavily desaturated while blind, rather than pure monochrome, to give players some visual stimulus qol: When blind, the brief flicker of the entire screen now only appears for mobs temporarily blinded - ie, mobs blinded from quirk / trauma / genetic mutation no longer experience it /🆑
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@@ -170,6 +170,14 @@
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// Color types
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///we want it to be less harsh for players to take blindness quirk, this adds enough color to not cause too much eye strain
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/datum/client_colour/blindness
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priority = CLIENT_COLOR_HELMET_PRIORITY
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split_filters = TRUE
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color = list(/*R*/ 0.51,0.3,0.3,0, /*G*/ 0.29,0.51,0.29,0, /*B*/ 0.3,0.3,0.61,0, /*A*/ 0,0,0,1, /*C*/ 0,0,0,0) // dim and less saturated
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fade_in = 2 SECONDS
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fade_out = 2 SECONDS
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///A client color that makes the screen look a bit more grungy, halloweenesque even.
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/datum/client_colour/halloween_helmet
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priority = CLIENT_COLOR_HELMET_PRIORITY
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