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

🆑
qol: Welding protection now prevents Maintenance Adapted eyes from
burning in the light.
/🆑
This commit is contained in:
zeckle
2025-11-17 22:44:32 +01:00
committed by GitHub
parent 12722b8185
commit 547ca74edf
@@ -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)