Manually shielded welding eyes: just close your eyes edition (#5497)

## About The Pull Request
Adds manually shielded welding eyes to character editor for 2 quirk
points that make you fully blind after you toggle them. This action
takes 1 second of standing still to toggle so you can't spam it in who
knows what situations.
## Why It's Good For The Game
Really a qol for synths as cybernetic organs normally don't regenerate
so you take permanent damage after fixing yourself without protection,
now you won't have to swap between welding mask and your hat every time
you want to weld 1 thing for 2 seconds
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="224" height="221" alt="1"
src="https://github.com/user-attachments/assets/f10fc824-416f-4373-8e51-f39c9e5cf9fb"
/>
<img width="191" height="171" alt="2"
src="https://github.com/user-attachments/assets/0d5e990e-e777-4081-a91d-ac4aed6707e6"
/>


</details>

## Changelog
🆑
add: Added manually shielded welding eyes to character editor for 2
quirk points
/🆑

---------

Co-authored-by: Copilot <copilot@github.com>
This commit is contained in:
explosivekitty
2026-04-27 14:30:21 +02:00
committed by GitHub
co-authored by Copilot
parent 37ec672e62
commit f357000476
3 changed files with 50 additions and 1 deletions
@@ -1,7 +1,12 @@
/datum/augment_item/organ/eyes/jelly
name = "Slime Tri-eyes"
path = /obj/item/organ/eyes/jelly
/datum/augment_item/organ/eyes/manuallyshield
name = "Manual Welding Eyes"
path = /obj/item/organ/eyes/robotic/manuallyshield
cost = 2
/datum/augment_item/organ/tongue/xenobubble_tongue
name = "Alien tongue"
path = /obj/item/organ/tongue/xenobubble_tongue
@@ -0,0 +1,43 @@
//Eyes that you can close
/obj/item/organ/eyes/robotic/manuallyshield
name = "manually shielded robotic eyes"
desc = "These eyes will protect you from going blind while welding after you manually activate them."
icon_state = "eyes_cyber_shield"
flash_protect = FLASH_PROTECTION_NONE
pupils_name = "manual shields"
penlight_message = "have toggleable metal eyelids that are blocking all vision when active"
actions_types = list(/datum/action/item_action/organ_action/toggle)
var/active = FALSE
var/toggle_sound = 'sound/vehicles/mecha/mechmove03.ogg'
var/currently_toggled = FALSE
/obj/item/organ/eyes/robotic/manuallyshield/ui_action_click()
if(currently_toggled)
return
currently_toggled = TRUE
if(!do_after(owner, 1 SECONDS))
to_chat(owner, span_notice("You fail to concentrate on the vision shield toggle."))
currently_toggled = FALSE
return
active = !active
playsound(get_turf(owner), toggle_sound, 25, TRUE)
currently_toggled = FALSE
if(active)
flash_protect = FLASH_PROTECTION_NONE
tint = INFINITY
owner.become_blind(FLASHLIGHT_EYES) //im using flashlight_eyes because you cant have flashlight eyes and those at same time, so i dont have to add another source
else
flash_protect = FLASH_PROTECTION_NONE
tint = 0
owner.cure_blind(FLASHLIGHT_EYES)
/obj/item/organ/eyes/robotic/manuallyshield/on_mob_remove(mob/living/carbon/removingperson)
. = ..()
active = FALSE
tint = 0
flash_protect = FLASH_PROTECTION_NONE
removingperson.cure_blind(FLASHLIGHT_EYES)
+1
View File
@@ -9975,6 +9975,7 @@
#include "modular_zubbers\code\modules\surgery\organs\internal\cyberimp\augments_arms.dm"
#include "modular_zubbers\code\modules\surgery\organs\internal\ears\_ears.dm"
#include "modular_zubbers\code\modules\surgery\organs\internal\eyes\_eyes.dm"
#include "modular_zubbers\code\modules\surgery\organs\internal\eyes\manual_welding_eyes.dm"
#include "modular_zubbers\code\modules\surgery\organs\internal\lungs\_lungs.dm"
#include "modular_zubbers\code\modules\syndicate_offstation\Aquarium\bioelectric_prefilled.dm"
#include "modular_zubbers\code\modules\syndicate_offstation\code\misc-fluff\misc.dm"