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CHOMPStation2/code/modules/organs/internal/eyes.dm
2016-07-12 22:32:09 -05:00

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#define PROCESS_ACCURACY 10
/obj/item/organ/internal/eyes
name = "eyeballs"
icon_state = "eyes"
gender = PLURAL
organ_tag = O_EYES
parent_organ = BP_HEAD
var/list/eye_colour = list(0,0,0)
/obj/item/organ/internal/eyes/robotize()
..()
name = "optical sensor"
icon = 'icons/obj/robot_component.dmi'
icon_state = "camera"
dead_icon = "camera_broken"
verbs |= /obj/item/organ/internal/eyes/proc/change_eye_color
/obj/item/organ/internal/eyes/robot
name = "optical sensor"
/obj/item/organ/internal/eyes/robot/New()
..()
robotize()
/obj/item/organ/internal/eyes/proc/change_eye_color()
set name = "Change Eye Color"
set desc = "Changes your robotic eye color instantly."
set category = "IC"
set src in usr
var/current_color = rgb(eye_colour[1],eye_colour[2],eye_colour[3])
var/new_color = input("Pick a new color for your eyes.","Eye Color", current_color) as null|color
if(new_color && owner)
// input() supplies us with a hex color, which we can't use, so we convert it to rbg values.
var/list/new_color_rgb_list = hex2rgb(new_color)
// First, update mob vars.
owner.r_eyes = new_color_rgb_list[1]
owner.g_eyes = new_color_rgb_list[2]
owner.b_eyes = new_color_rgb_list[3]
// Now sync the organ's eye_colour list.
update_colour()
// Finally, update the eye icon on the mob.
owner.update_eyes()
/obj/item/organ/internal/eyes/replaced(var/mob/living/carbon/human/target)
// Apply our eye colour to the target.
if(istype(target) && eye_colour)
target.r_eyes = eye_colour[1]
target.g_eyes = eye_colour[2]
target.b_eyes = eye_colour[3]
target.update_eyes()
..()
/obj/item/organ/internal/eyes/proc/update_colour()
if(!owner)
return
eye_colour = list(
owner.r_eyes ? owner.r_eyes : 0,
owner.g_eyes ? owner.g_eyes : 0,
owner.b_eyes ? owner.b_eyes : 0
)
/obj/item/organ/internal/eyes/take_damage(amount, var/silent=0)
var/oldbroken = is_broken()
..()
if(is_broken() && !oldbroken && owner && !owner.stat)
owner << "<span class='danger'>You go blind!</span>"
/obj/item/organ/internal/eyes/process() //Eye damage replaces the old eye_stat var.
..()
if(!owner)
return
if(is_bruised())
owner.eye_blurry = 20
if(is_broken())
owner.eye_blind = 20