diff --git a/code/modules/assembly/flash.dm b/code/modules/assembly/flash.dm index 9469f0a907b..3b9ac6572f2 100644 --- a/code/modules/assembly/flash.dm +++ b/code/modules/assembly/flash.dm @@ -208,7 +208,7 @@ if(victim.flags_1 & IS_SPINNING_1) return DEVIATION_NONE - if(HAS_TRAIT(victim, TRAIT_FLASH_SENSITIVE)) //Basically if you have Flypeople eyes + if(HAS_TRAIT(victim, TRAIT_FLASH_SENSITIVE)) //If your eyes are sensitive and can be flashed from any direction. return DEVIATION_NONE // Are they on the same tile? We'll return partial deviation. This may be someone flashing while lying down diff --git a/code/modules/surgery/organs/ears.dm b/code/modules/surgery/organs/ears.dm index 84e1d670d1d..f1d966b5c55 100644 --- a/code/modules/surgery/organs/ears.dm +++ b/code/modules/surgery/organs/ears.dm @@ -37,9 +37,6 @@ if(HAS_TRAIT_NOT_FROM(owner, TRAIT_DEAF, EAR_DAMAGE)) return - if((damage < maxHealth) && (organ_flags & ORGAN_FAILING)) //ear damage can be repaired from the failing condition - organ_flags &= ~ORGAN_FAILING - if((organ_flags & ORGAN_FAILING)) deaf = max(deaf, 1) // if we're failing we always have at least 1 deaf stack (and thus deafness) else // only clear deaf stacks if we're not failing diff --git a/code/modules/surgery/organs/eyes.dm b/code/modules/surgery/organs/eyes.dm index 4a62b582d1a..2e11865c486 100644 --- a/code/modules/surgery/organs/eyes.dm +++ b/code/modules/surgery/organs/eyes.dm @@ -31,7 +31,8 @@ var/see_invisible = SEE_INVISIBLE_LIVING var/lighting_alpha var/no_glasses - var/damaged = FALSE //damaged indicates that our eyes are undergoing some level of negative effect + /// indication that the eyes are undergoing some negative effect + var/damaged = FALSE /obj/item/organ/eyes/Insert(mob/living/carbon/eye_owner, special = FALSE, drop_if_replaced = FALSE, initialising) . = ..() @@ -83,12 +84,8 @@ /obj/item/organ/eyes/on_life(delta_time, times_fired) - ..() + . = ..() var/mob/living/carbon/eye_owner = owner - //since we can repair fully damaged eyes, check if healing has occurred - if((organ_flags & ORGAN_FAILING) && (damage < maxHealth)) - organ_flags &= ~ORGAN_FAILING - eye_owner.cure_blind(EYE_DAMAGE) //various degrees of "oh fuck my eyes", from "point a laser at your eye" to "staring at the Sun" intensities if(damage > 20) damaged = TRUE @@ -102,6 +99,7 @@ else if(damaged) damaged = FALSE eye_owner.clear_fullscreen("eye_damage") + eye_owner.cure_blind(EYE_DAMAGE) return /obj/item/organ/eyes/night_vision