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
This commit is contained in:
LemonInTheDark
2024-02-12 14:56:18 +01:00
committed by GitHub
parent 64c1894a5d
commit 2adf2d3631
3 changed files with 0 additions and 20 deletions
@@ -910,14 +910,6 @@
item_flags = DROPDEL
actions_types = list()
/obj/item/flashlight/eyelight/adapted
name = "adaptedlight"
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 \
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 \
human emit the smallest amount of light possible. Thanks for reading :)"
light_range = 1
light_power = 0.07
/obj/item/flashlight/eyelight/glow
light_system = MOVABLE_LIGHT_BEAM
light_range = 4
@@ -282,7 +282,6 @@
/obj/item/camera/siliconcam,
/obj/item/door_remote/omni,
/obj/item/flashlight/emp/debug,
/obj/item/flashlight/eyelight/adapted,
/obj/item/flashlight/flare,
/obj/item/flashlight/lamp,
/obj/item/healthanalyzer/rad_laser,
@@ -722,16 +722,9 @@
low_light_cutoff = list(5, 12, 20)
medium_light_cutoff = list(15, 20, 30)
high_light_cutoff = list(30, 35, 50)
var/obj/item/flashlight/eyelight/adapted/adapt_light
/obj/item/organ/internal/eyes/night_vision/maintenance_adapted/on_mob_insert(mob/living/carbon/eye_owner)
. = ..()
//add lighting
if(!adapt_light)
adapt_light = new /obj/item/flashlight/eyelight/adapted()
adapt_light.set_light_on(TRUE)
adapt_light.forceMove(eye_owner)
adapt_light.update_brightness(eye_owner)
ADD_TRAIT(eye_owner, TRAIT_UNNATURAL_RED_GLOWY_EYES, ORGAN_TRAIT)
/obj/item/organ/internal/eyes/night_vision/maintenance_adapted/on_life(seconds_per_tick, times_fired)
@@ -744,9 +737,5 @@
. = ..()
/obj/item/organ/internal/eyes/night_vision/maintenance_adapted/on_mob_remove(mob/living/carbon/unadapted, special = FALSE)
//remove lighting
adapt_light.set_light_on(FALSE)
adapt_light.update_brightness(unadapted)
adapt_light.forceMove(src)
REMOVE_TRAIT(unadapted, TRAIT_UNNATURAL_RED_GLOWY_EYES, ORGAN_TRAIT)
return ..()