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synced 2026-08-21 11:07:12 +01:00
Makes mechanical eyes protect you
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@@ -44,8 +44,11 @@
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if (E) E.damage += rand(1, 3)
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M.Stun(max(10/distance, 3))
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M.Weaken(max(10/distance, 3))
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if (E && E.damage >= E.min_bruised_damage)
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M << "<span class='warning'>Your eyes start to burn badly!</span>"
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if (istype(E) && E.damage >= E.min_bruised_damage)
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if(!(E.status & ORGAN_ROBOT))
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M << "<span class='warning'>Your eyes start to burn badly!</span>"
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else
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M << "<span class='warning'>The flash blinds you!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (E.damage >= E.min_broken_damage)
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M << "<span class='warning'>You can't see anything!</span>"
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@@ -368,36 +368,36 @@
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/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
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if(!iscarbon(user)) return 1
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var/safety = user:eyecheck()
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if(istype(user, /mob/living/carbon/human))
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/eyes/E = H.internal_organs_by_name["eyes"]
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if(!E) // No eyes? No problem!
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if(!istype(E) || (E.status & ORGAN_ROBOT)) // No eyes or robotic eyes? No problem!
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return
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switch(safety)
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if(1)
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usr << "\red Your eyes sting a little."
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usr << "<span class='danger'>Your eyes sting a little.</span>"
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E.damage += rand(1, 2)
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if(E.damage > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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usr << "\red Your eyes burn."
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usr << "<span class='danger'>Your eyes burn.</span>"
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E.damage += rand(2, 4)
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if(E.damage > 10)
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E.damage += rand(4,10)
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if(-1)
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usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
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usr << "<span class='danger'>Your thermals intensify the welder's glow. Your eyes itch and burn severely.</span>"
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user.eye_blurry += rand(12,20)
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E.damage += rand(12, 16)
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if(safety<2)
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if(E.damage > 10)
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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user << "<span class='danger'>Your eyes are really starting to hurt. This can't be good for you!</span>"
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if (E.damage >= E.min_broken_damage)
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user << "\red You go blind!"
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user << "<span class='danger'>You go blind!</span>"
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user.sdisabilities |= BLIND
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else if (E.damage >= E.min_bruised_damage)
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user << "\red You go blind!"
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user << "<span class='danger'>You go blind!</span>"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= NEARSIGHTED
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