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Removes the adapted flashlight (#81426)
## About The Pull Request It doesn't need to exist, I killed see_in_dark so we can always see shit emissives. ## Why It's Good For The Game Cleaner code
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@@ -910,14 +910,6 @@
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item_flags = DROPDEL
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actions_types = list()
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/obj/item/flashlight/eyelight/adapted
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name = "adaptedlight"
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desc = "There is no possible way for a player to see this, so I can safely talk at length about why this exists. Adapted eyes come \
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with icons that go above the lighting layer so to make sure the red eyes that pierce the darkness are always visible we make the \
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human emit the smallest amount of light possible. Thanks for reading :)"
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light_range = 1
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light_power = 0.07
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/obj/item/flashlight/eyelight/glow
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light_system = MOVABLE_LIGHT_BEAM
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light_range = 4
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@@ -282,7 +282,6 @@
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/obj/item/camera/siliconcam,
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/obj/item/door_remote/omni,
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/obj/item/flashlight/emp/debug,
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/obj/item/flashlight/eyelight/adapted,
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/obj/item/flashlight/flare,
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/obj/item/flashlight/lamp,
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/obj/item/healthanalyzer/rad_laser,
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@@ -722,16 +722,9 @@
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low_light_cutoff = list(5, 12, 20)
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medium_light_cutoff = list(15, 20, 30)
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high_light_cutoff = list(30, 35, 50)
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var/obj/item/flashlight/eyelight/adapted/adapt_light
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/obj/item/organ/internal/eyes/night_vision/maintenance_adapted/on_mob_insert(mob/living/carbon/eye_owner)
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. = ..()
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//add lighting
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if(!adapt_light)
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adapt_light = new /obj/item/flashlight/eyelight/adapted()
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adapt_light.set_light_on(TRUE)
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adapt_light.forceMove(eye_owner)
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adapt_light.update_brightness(eye_owner)
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ADD_TRAIT(eye_owner, TRAIT_UNNATURAL_RED_GLOWY_EYES, ORGAN_TRAIT)
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/obj/item/organ/internal/eyes/night_vision/maintenance_adapted/on_life(seconds_per_tick, times_fired)
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@@ -744,9 +737,5 @@
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. = ..()
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/obj/item/organ/internal/eyes/night_vision/maintenance_adapted/on_mob_remove(mob/living/carbon/unadapted, special = FALSE)
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//remove lighting
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adapt_light.set_light_on(FALSE)
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adapt_light.update_brightness(unadapted)
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adapt_light.forceMove(src)
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REMOVE_TRAIT(unadapted, TRAIT_UNNATURAL_RED_GLOWY_EYES, ORGAN_TRAIT)
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return ..()
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