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Merge pull request #3676 from Aurorablade/ThePutsaNewShadeOnThings
Fethas Carnival of horrors: A new shade for the detective
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@@ -141,6 +141,7 @@
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var/invisa_view = 0
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var/flash_protect = 0 //Mal: What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
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var/tint = 0 //Mal: Sets the item's level of visual impairment tint, normally set to the same as flash_protect
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var/color_view = null//overrides client.color while worn
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strip_delay = 20 // but seperated to allow items to protect but not impair vision, like space helmets
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put_on_delay = 25
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species_restricted = list("exclude","Kidan")
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@@ -207,6 +207,47 @@
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"Vox" = 'icons/mob/species/vox/eyes.dmi'
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)
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/obj/item/clothing/glasses/sunglasses/noir
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name = "noir sunglasses"
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desc = "Somehow these seem even more out-of-date than normal sunglasses."
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color_view = list(0.3, 0.3, 0.3, 0,\
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0.3, 0.3, 0.3, 0,\
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0.3, 0.3, 0.3, 0,\
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0.0, 0.0, 0.0, 1,) //greyscale
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/obj/item/clothing/glasses/sunglasses/noir/equipped(mob/user, slot)
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if(color_view && user.client && !user.client.color)
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animate(user.client, color = color_view, time = 10)
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..(user, slot)
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/obj/item/clothing/glasses/sunglasses/noir/dropped(mob/user)
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if(user.client && user.client.color)
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animate(user.client, color = null, time = 10)
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..(user)
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/obj/item/clothing/glasses/sunglasses/yeah
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name = "agreeable glasses"
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desc = "H.C Limited edition."
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var/punused = null
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action_button_name = "YEAH!"
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/obj/item/clothing/glasses/sunglasses/yeah/attack_self()
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pun()
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/obj/item/clothing/glasses/sunglasses/yeah/verb/pun()
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set category = "Object"
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set name = "YEAH!"
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set src in usr
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if(!punused)//one per round
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punused = 1
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playsound(src.loc, 'sound/misc/yeah.ogg', 100, 1)
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else
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usr << "The moment is gone."
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/obj/item/clothing/glasses/sunglasses/reagent
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name = "sunscanners"
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desc = "Strangely ancient technology used to help provide rudimentary eye color. Outfitted with apparatus to scan individual reagents."
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@@ -433,14 +433,6 @@
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if(!G.see_darkness)
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H.see_invisible = SEE_INVISIBLE_MINIMUM
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//switch(G.HUDType)
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// if(SECHUD)
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// process_sec_hud(H,1)
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// if(MEDHUD)
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// process_med_hud(H,1)
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// if(ANTAGHUD)
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// process_antag_hud(H)
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if(H.head)
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if(istype(H.head, /obj/item/clothing/head))
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var/obj/item/clothing/head/hat = H.head
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