From 547ca74edf832f1b6159ed7cbdbd95ed53ad2e76 Mon Sep 17 00:00:00 2001 From: zeckle <79835169+mikederkan@users.noreply.github.com> Date: Tue, 18 Nov 2025 08:44:32 +1100 Subject: [PATCH] Chaplain's Maintenance Adapted eyes no longer burn if you have active welding protection. (#93975) ## About The Pull Request Chaplain's Maintenance Adapted eyes no longer burn if you have active welding protection. You can also get these eyes from a bioscrambler, it's very annoying. This makes having the eyes slightly less annoying - you'll only be able to walk around in the light while you've got a welding mask on, dimming your vision significantly. But it's better than being intermittently blind. You'll still eat shit to flashes though; you still need two sets of protection. Eyes are still hypersensitive. ## Why It's Good For The Game Chaplain sects are already really, really bad - and chaplain's maintenance adapted eyes cost a lot for having an extremely annoying drawback. Rat-infusion eyes in basically every way, too. Though I don't expect anyone to take the maint sect, this should make the downside more bearable. Also makes getting it from a bioscrambler less awful. Now you can walk to medical to get your eyes pulled out. ## Changelog :cl: qol: Welding protection now prevents Maintenance Adapted eyes from burning in the light. /:cl: --- code/modules/surgery/organs/internal/eyes/_eyes.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/surgery/organs/internal/eyes/_eyes.dm b/code/modules/surgery/organs/internal/eyes/_eyes.dm index fd548cb0e7c..32bb767a41d 100644 --- a/code/modules/surgery/organs/internal/eyes/_eyes.dm +++ b/code/modules/surgery/organs/internal/eyes/_eyes.dm @@ -1177,7 +1177,7 @@ return span_danger("[owner.p_Their()] eyes [penlight_message].") /obj/item/organ/eyes/night_vision/maintenance_adapted/on_life(seconds_per_tick, times_fired) - if(!owner.is_blind() && isturf(owner.loc) && owner.has_light_nearby(light_amount=0.5)) //we allow a little more than usual so we can produce light from the adapted eyes + if(owner.get_eye_protection() <= FLASH_PROTECTION_SENSITIVE && !owner.is_blind() && isturf(owner.loc) && owner.has_light_nearby(light_amount=0.5)) //we allow a little more than usual so we can produce light from the adapted eyes to_chat(owner, span_danger("Your eyes! They burn in the light!")) apply_organ_damage(10) //blind quickly playsound(owner, 'sound/machines/grill/grillsizzle.ogg', 50)