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Merge pull request #11219 from PsiOmegaDelta/150929-HumanoidVision
Overhauls humanoid vision handling.
This commit is contained in:
@@ -654,38 +654,17 @@
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///eyecheck()
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///Returns a number between -1 to 2
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/mob/living/carbon/human/eyecheck()
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var/number = 0
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if(!species.has_organ["eyes"]) //No eyes, can't hurt them.
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return 2
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return FLASH_PROTECTION_MAJOR
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if(internal_organs_by_name["eyes"]) // Eyes are fucked, not a 'weak point'.
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var/obj/item/organ/I = internal_organs_by_name["eyes"]
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if(I.status & ORGAN_CUT_AWAY)
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return 2
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return FLASH_PROTECTION_MAJOR
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else
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return 2
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return
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if(istype(src.head, /obj/item/clothing/head/welding))
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if(!src.head:up)
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number += 2
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if(istype(back, /obj/item/weapon/rig))
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var/obj/item/weapon/rig/O = back
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if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
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number += 2
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if(istype(src.head, /obj/item/clothing/head/helmet/space))
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number += 2
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if(istype(src.head, /obj/item/clothing/head/helmet/space/emergency))
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number -= 2
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if(istype(src.glasses, /obj/item/clothing/glasses/thermal))
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number -= 1
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if(istype(src.glasses, /obj/item/clothing/glasses/sunglasses))
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number += 1
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if(istype(src.glasses, /obj/item/clothing/glasses/welding))
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var/obj/item/clothing/glasses/welding/W = src.glasses
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if(!W.up)
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number += 2
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return number
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return flash_protection
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//Used by various things that knock people out by applying blunt trauma to the head.
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//Checks that the species has a "head" (brain containing organ) and that hit_zone refers to it.
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@@ -84,3 +84,11 @@
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mob_bump_flag = HUMAN
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mob_push_flags = ~HEAVY
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mob_swap_flags = ~HEAVY
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var/flash_protection = 0 // Total level of flash protection
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var/equipment_tint_total = 0 // Total level of visualy impairing items
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var/equipment_darkness_modifier // Darkvision modifier from equipped items
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var/equipment_vision_flags // Extra vision flags from equipped items
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var/equipment_see_invis // Max see invibility level granted by equipped items
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var/equipment_prescription // Eye prescription granted by equipped items
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var/list/equipment_overlays = list() // Extra overlays from equipped items
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@@ -0,0 +1,45 @@
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#define add_clothing_protection(A) \
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var/obj/item/clothing/C = A; \
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flash_protection += C.flash_protection; \
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equipment_tint_total += C.tint;
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/mob/living/carbon/human/proc/update_equipment_vision()
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flash_protection = 0
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equipment_tint_total = 0
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equipment_see_invis = 0
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equipment_vision_flags = 0
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equipment_prescription = 0
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equipment_darkness_modifier = 0
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equipment_overlays.Cut()
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if(istype(src.head, /obj/item/clothing/head))
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add_clothing_protection(head)
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if(istype(src.glasses, /obj/item/clothing/glasses))
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process_glasses(glasses)
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if(istype(src.wear_mask, /obj/item/clothing/mask))
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add_clothing_protection(head)
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if(istype(back,/obj/item/weapon/rig))
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process_rig(back)
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/mob/living/carbon/human/proc/process_glasses(var/obj/item/clothing/glasses/G)
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if(G && G.active)
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equipment_darkness_modifier += G.darkness_view
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equipment_vision_flags |= G.vision_flags
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equipment_prescription = equipment_prescription || G.prescription
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if(G.overlay)
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equipment_overlays |= G.overlay
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if(G.see_invisible >= 0)
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if(equipment_see_invis)
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equipment_see_invis = min(equipment_see_invis, G.see_invisible)
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else
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equipment_see_invis = G.see_invisible
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add_clothing_protection(G)
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G.process_hud(src)
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/mob/living/carbon/human/proc/process_rig(var/obj/item/weapon/rig/O)
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if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
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if((O.offline && O.offline_vision_restriction == 2) || (!O.offline && O.vision_restriction == 2))
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equipment_tint_total += TINT_BLIND
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if(O.visor && O.visor.active && O.visor.vision && O.visor.vision.glasses && (!O.helmet || (head && O.helmet == head)))
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process_glasses(O.visor.vision.glasses)
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@@ -41,11 +41,6 @@
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if (transforming)
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return
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//Apparently, the person who wrote this code designed it so that
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//blinded get reset each cycle and then get activated later in the
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//code. Very ugly. I dont care. Moving this stuff here so its easy
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//to find it.
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blinded = null
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fire_alert = 0 //Reset this here, because both breathe() and handle_environment() have a chance to set it.
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//TODO: seperate this out
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@@ -153,6 +148,26 @@
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return ONE_ATMOSPHERE + pressure_difference
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/mob/living/carbon/human/handle_disabilities()
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..()
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//Vision
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var/obj/item/organ/vision
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if(species.vision_organ)
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vision = internal_organs_by_name[species.vision_organ]
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if(!vision) // Presumably if a species has no vision organs, they see via some other means.
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eye_blind = 0
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blinded = 0
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eye_blurry = 0
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else if(vision.is_broken()) // Vision organs cut out or broken? Permablind.
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eye_blind = 1
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blinded = 1
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eye_blurry = 1
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else
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//blindness
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if(!(sdisabilities & BLIND))
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if(equipment_tint_total >= TINT_BLIND) // Covered eyes, heal faster
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eye_blurry = max(eye_blurry-2, 0)
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if (disabilities & EPILEPSY)
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if ((prob(1) && paralysis < 1))
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src << "\red You have a seizure!"
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@@ -202,7 +217,7 @@
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emote("drool")
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*/
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if(stat != 2)
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if(stat != DEAD)
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var/rn = rand(0, 200)
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if(getBrainLoss() >= 5)
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if(0 <= rn && rn <= 3)
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@@ -995,49 +1010,12 @@
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if(!E.len)
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embedded_flag = 0
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//Eyes
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//Check rig first because it's two-check and other checks will override it.
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if(istype(back,/obj/item/weapon/rig))
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var/obj/item/weapon/rig/O = back
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if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
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if((O.offline && O.offline_vision_restriction == 2) || (!O.offline && O.vision_restriction == 2))
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blinded = 1
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// Check everything else.
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//Periodically double-check embedded_flag
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if(embedded_flag && !(life_tick % 10))
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if(!embedded_needs_process())
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embedded_flag = 0
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//Vision
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var/obj/item/organ/vision
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if(species.vision_organ)
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vision = internal_organs_by_name[species.vision_organ]
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if(!vision) // Presumably if a species has no vision organs, they see via some other means.
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eye_blind = 0
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blinded = 0
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eye_blurry = 0
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else if(vision.is_broken()) // Vision organs cut out or broken? Permablind.
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eye_blind = 1
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blinded = 1
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eye_blurry = 1
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else
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//blindness
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if(sdisabilities & BLIND) // Disabled-blind, doesn't get better on its own
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blinded = 1
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else if(eye_blind) // Blindness, heals slowly over time
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eye_blind = max(eye_blind-1,0)
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blinded = 1
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else if(istype(glasses, /obj/item/clothing/glasses/sunglasses/blindfold)) //resting your eyes with a blindfold heals blurry eyes faster
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eye_blurry = max(eye_blurry-3, 0)
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blinded = 1
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//blurry sight
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if(vision.is_bruised()) // Vision organs impaired? Permablurry.
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eye_blurry = 1
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if(eye_blurry) // Blurry eyes heal slowly
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eye_blurry = max(eye_blurry-1, 0)
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//Ears
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if(sdisabilities & DEAF) //disabled-deaf, doesn't get better on its own
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@@ -1111,14 +1089,8 @@
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// now handle what we see on our screen
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if(!client)
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return 0
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for(var/image/hud in client.images)
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if(copytext(hud.icon_state,1,4) == "hud") //ugly, but icon comparison is worse, I believe
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client.images.Remove(hud)
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client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask, global_hud.nvg, global_hud.thermal, global_hud.meson, global_hud.science)
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if(!..())
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return
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if(damageoverlay.overlays)
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damageoverlay.overlays = list()
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@@ -1190,60 +1162,6 @@
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I = overlays_cache[23]
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damageoverlay.overlays += I
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if( stat == DEAD )
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS|SEE_SELF
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see_in_dark = 8
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(healths) healths.icon_state = "health7" //DEAD healthmeter
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if(client)
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if(client.view != world.view) // If mob dies while zoomed in with device, unzoom them.
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for(var/obj/item/item in contents)
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if(item.zoom)
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item.zoom()
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break
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else
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sight &= ~(SEE_TURFS|SEE_MOBS|SEE_OBJS)
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see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : SEE_INVISIBLE_LIVING
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if(XRAY in mutations)
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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see_in_dark = 8
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(seer==1)
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var/obj/effect/rune/R = locate() in loc
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if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
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see_invisible = SEE_INVISIBLE_CULT
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else
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see_invisible = SEE_INVISIBLE_LIVING
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seer = 0
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else
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sight = species.get_vision_flags(src)
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see_in_dark = species.darksight
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see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : SEE_INVISIBLE_LIVING
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var/tmp/glasses_processed = 0
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var/obj/item/weapon/rig/rig = back
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if(istype(rig) && rig.visor)
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if(!rig.helmet || (head && rig.helmet == head))
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if(rig.visor && rig.visor.vision && rig.visor.active && rig.visor.vision.glasses)
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glasses_processed = 1
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process_glasses(rig.visor.vision.glasses)
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if(glasses && !glasses_processed)
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glasses_processed = 1
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process_glasses(glasses)
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if(XRAY in mutations)
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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see_in_dark = 8
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(!glasses_processed && (species.get_vision_flags(src) > 0))
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sight |= species.get_vision_flags(src)
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if(!seer && !glasses_processed)
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see_invisible = SEE_INVISIBLE_LIVING
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if(healths)
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if (analgesic > 100)
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healths.icon_state = "health_health_numb"
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@@ -1262,8 +1180,6 @@
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if(0 to 20) healths.icon_state = "health5"
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else healths.icon_state = "health6"
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if(!seer)
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see_invisible = SEE_INVISIBLE_LIVING
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if(nutrition_icon)
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switch(nutrition)
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if(450 to INFINITY) nutrition_icon.icon_state = "nutrition0"
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@@ -1329,85 +1245,8 @@
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bodytemp.icon_state = "temp-1"
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else
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bodytemp.icon_state = "temp0"
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if(blind)
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if(blinded) blind.layer = 18
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else blind.layer = 0
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if(disabilities & NEARSIGHTED) //this looks meh but saves a lot of memory by not requiring to add var/prescription
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if(glasses) //to every /obj/item
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var/obj/item/clothing/glasses/G = glasses
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if(!G.prescription)
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client.screen += global_hud.vimpaired
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else
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client.screen += global_hud.vimpaired
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if(eye_blurry) client.screen += global_hud.blurry
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if(druggy) client.screen += global_hud.druggy
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if(config.welder_vision)
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var/found_welder
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if(species.short_sighted)
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found_welder = 1
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else
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if(istype(glasses, /obj/item/clothing/glasses/welding))
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var/obj/item/clothing/glasses/welding/O = glasses
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if(!O.up)
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found_welder = 1
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if(!found_welder && istype(head, /obj/item/clothing/head/welding))
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var/obj/item/clothing/head/welding/O = head
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if(!O.up)
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found_welder = 1
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if(!found_welder && istype(back, /obj/item/weapon/rig))
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var/obj/item/weapon/rig/O = back
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if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
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if((O.offline && O.offline_vision_restriction == 1) || (!O.offline && O.vision_restriction == 1))
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found_welder = 1
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if(found_welder)
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client.screen |= global_hud.darkMask
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if(machine)
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var/viewflags = machine.check_eye(src)
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if(viewflags < 0)
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reset_view(null, 0)
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else if(viewflags)
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sight |= viewflags
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else if(eyeobj)
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if(eyeobj.owner != src)
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reset_view(null)
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else
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var/isRemoteObserve = 0
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if((mRemote in mutations) && remoteview_target)
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if(remoteview_target.stat==CONSCIOUS)
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isRemoteObserve = 1
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if(!isRemoteObserve && client && !client.adminobs)
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remoteview_target = null
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reset_view(null, 0)
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return 1
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/mob/living/carbon/human/proc/process_glasses(var/obj/item/clothing/glasses/G)
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if(G && G.active)
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see_in_dark += G.darkness_view
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if(G.overlay)
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client.screen |= G.overlay
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if(G.vision_flags)
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sight |= G.vision_flags
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if(!druggy && !seer)
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see_invisible = SEE_INVISIBLE_MINIMUM
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if(G.see_invisible >= 0)
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see_invisible = G.see_invisible
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if(istype(G,/obj/item/clothing/glasses/night) && !seer)
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see_invisible = SEE_INVISIBLE_MINIMUM
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/* HUD shit goes here, as long as it doesn't modify sight flags */
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// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
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var/obj/item/clothing/glasses/hud/O = G
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if(istype(G, /obj/item/clothing/glasses/sunglasses/sechud))
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var/obj/item/clothing/glasses/sunglasses/sechud/S = G
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O = S.hud
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if(istype(O))
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O.process_hud(src)
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if(!druggy && !seer) see_invisible = SEE_INVISIBLE_LIVING
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/mob/living/carbon/human/handle_random_events()
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if(in_stasis)
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return
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@@ -1724,5 +1563,37 @@
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restore_blood()
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..()
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/mob/living/carbon/human/handle_vision()
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if(client)
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client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask, global_hud.nvg, global_hud.thermal, global_hud.meson, global_hud.science)
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if(machine)
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var/viewflags = machine.check_eye(src)
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if(viewflags < 0)
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reset_view(null, 0)
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else if(viewflags)
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sight |= viewflags
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else if(eyeobj)
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if(eyeobj.owner != src)
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reset_view(null)
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else
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var/isRemoteObserve = 0
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if((mRemote in mutations) && remoteview_target)
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if(remoteview_target.stat==CONSCIOUS)
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isRemoteObserve = 1
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if(!isRemoteObserve && client && !client.adminobs)
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remoteview_target = null
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reset_view(null, 0)
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update_equipment_vision()
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species.handle_vision(src)
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/mob/living/carbon/human/update_sight()
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..()
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if(stat == DEAD)
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return
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if(XRAY in mutations)
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sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
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#undef HUMAN_MAX_OXYLOSS
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#undef HUMAN_CRIT_MAX_OXYLOSS
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@@ -334,3 +334,42 @@
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/datum/species/proc/get_vision_flags(var/mob/living/carbon/human/H)
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return vision_flags
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/datum/species/proc/handle_vision(var/mob/living/carbon/human/H)
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H.update_sight()
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H.sight |= get_vision_flags(H)
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H.sight |= H.equipment_vision_flags
|
||||
|
||||
if(H.stat == DEAD)
|
||||
return 1
|
||||
|
||||
if(!H.druggy)
|
||||
H.see_in_dark = (H.sight == SEE_TURFS|SEE_MOBS|SEE_OBJS) ? 8 : min(darksight + H.equipment_darkness_modifier, 8)
|
||||
if(H.seer)
|
||||
var/obj/effect/rune/R = locate() in H.loc
|
||||
if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
|
||||
H.see_invisible = SEE_INVISIBLE_CULT
|
||||
if(H.see_invisible != SEE_INVISIBLE_CULT && H.equipment_see_invis)
|
||||
H.see_invisible = min(H.see_invisible, H.equipment_see_invis)
|
||||
|
||||
if(H.equipment_tint_total >= TINT_BLIND)
|
||||
H.eye_blind = max(H.eye_blind, 1)
|
||||
|
||||
if(H.blind)
|
||||
H.blind.layer = (H.eye_blind ? 18 : 0)
|
||||
|
||||
if(!H.client)//no client, no screen to update
|
||||
return 1
|
||||
|
||||
if(config.welder_vision)
|
||||
if(short_sighted || (H.equipment_tint_total >= TINT_HEAVY))
|
||||
H.client.screen += global_hud.darkMask
|
||||
else if((!H.equipment_prescription && (H.disabilities & NEARSIGHTED)) || H.equipment_tint_total == TINT_MODERATE)
|
||||
H.client.screen += global_hud.vimpaired
|
||||
if(H.eye_blurry) H.client.screen += global_hud.blurry
|
||||
if(H.druggy) H.client.screen += global_hud.druggy
|
||||
|
||||
for(var/overlay in H.equipment_overlays)
|
||||
H.client.screen |= overlay
|
||||
|
||||
return 1
|
||||
|
||||
@@ -126,24 +126,60 @@
|
||||
adjustEarDamage(-0.05,-1)
|
||||
|
||||
//this handles hud updates. Calls update_vision() and handle_hud_icons()
|
||||
/mob/living/handle_regular_hud_updates()
|
||||
if(!client)
|
||||
return 0
|
||||
..()
|
||||
/mob/living/proc/handle_regular_hud_updates()
|
||||
if(!client) return 0
|
||||
|
||||
handle_vision()
|
||||
handle_hud_icons()
|
||||
handle_vision()
|
||||
|
||||
return 1
|
||||
|
||||
/mob/living/proc/handle_vision()
|
||||
return
|
||||
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask, global_hud.nvg, global_hud.thermal, global_hud.meson, global_hud.science)
|
||||
|
||||
update_sight()
|
||||
|
||||
if(stat == DEAD)
|
||||
return
|
||||
|
||||
if(blind)
|
||||
if(eye_blind)
|
||||
blind.layer = 18
|
||||
else
|
||||
blind.layer = 0
|
||||
if (disabilities & NEARSIGHTED)
|
||||
client.screen += global_hud.vimpaired
|
||||
if (eye_blurry)
|
||||
client.screen += global_hud.blurry
|
||||
if (druggy)
|
||||
client.screen += global_hud.druggy
|
||||
if(machine)
|
||||
var/viewflags = machine.check_eye(src)
|
||||
if(viewflags < 0)
|
||||
reset_view(null, 0)
|
||||
else if(viewflags)
|
||||
sight |= viewflags
|
||||
else if(eyeobj && eyeobj.owner != src)
|
||||
reset_view(null)
|
||||
else
|
||||
if(!client.adminobs)
|
||||
reset_view(null)
|
||||
|
||||
/mob/living/proc/update_sight()
|
||||
return
|
||||
if(stat == DEAD)
|
||||
sight |= SEE_TURFS
|
||||
sight |= SEE_MOBS
|
||||
sight |= SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
else
|
||||
sight &= ~(SEE_TURFS|SEE_MOBS|SEE_OBJS)
|
||||
see_in_dark = 2
|
||||
see_invisible = SEE_INVISIBLE_LIVING
|
||||
|
||||
/mob/living/proc/handle_hud_icons()
|
||||
handle_hud_icons_health()
|
||||
handle_hud_glasses()
|
||||
return
|
||||
|
||||
/mob/living/proc/handle_hud_icons_health()
|
||||
|
||||
Reference in New Issue
Block a user