Shadowling, changeling, and vision fixes/changes

This commit is contained in:
DZD
2015-09-23 13:00:58 -04:00
parent 05aefa09bd
commit 37ea591087
16 changed files with 87 additions and 45 deletions
@@ -84,4 +84,4 @@
var/fire_dmi = 'icons/mob/OnFire.dmi'
var/fire_sprite = "Standing"
var/datum/body_accessory/body_accessory = null
var/datum/body_accessory/body_accessory = null
+12 -8
View File
@@ -768,7 +768,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
light_amount = T.get_lumcount()*10
if(light_amount > species.light_dam && !incorporeal_move) //if there's enough light, start dying
if(species.light_effect_amp)
adjustFireLoss(5) //This gets doubled by Shadowling's innate fire weakness, so it ends up being 10.
adjustFireLoss(4.7) //This gets multiplied by 1.5 due to Shadowling's innate fire weakness, so it ends up being about 7.
else
adjustFireLoss(1)
adjustBruteLoss(1)
@@ -968,7 +968,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
var/obj/item/organ/vision
if(species.vision_organ)
vision = internal_organs_by_name[species.vision_organ]
if(!species.vision_organ) // Presumably if a species has no vision organs, they see via some other means.
eye_blind = 0
blinded = 0
@@ -977,7 +977,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
eye_blind = 1
blinded = 1
eye_blurry = 1
else
else
//blindness
if(sdisabilities & BLIND) // Disabled-blind, doesn't get better on its own
blinded = 1
@@ -987,7 +987,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
else if(istype(glasses, /obj/item/clothing/glasses/sunglasses/blindfold)) //resting your eyes with a blindfold heals blurry eyes faster
eye_blurry = max(eye_blurry-3, 0)
blinded = 1
//blurry sight
if(vision.is_bruised()) // Vision organs impaired? Permablurry.
eye_blurry = 1
@@ -1220,13 +1220,17 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
if(ANTAGHUD)
process_antag_hud(src)
else if(!seer)
see_in_dark = species.darksight
see_invisible = SEE_INVISIBLE_LIVING
if(vision_type)
see_in_dark = max(see_in_dark, vision_type.see_in_dark, species.darksight)
see_invisible = vision_type.see_invisible
if(vision_type.light_sensetive)
weakeyes = 1
sight |= vision_type.sight_flags
if(see_override) //Override all
see_invisible = see_override
+4 -1
View File
@@ -203,6 +203,7 @@
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
var/weakeyes //Are they vulnerable to flashes?
var/list/radar_blips = list() // list of screen objects, radar blips
var/radar_open = 0 // nonzero is radar is open
@@ -234,4 +235,6 @@
var/last_movement = -100 // Last world.time the mob actually moved of its own accord.
var/resize = 1 //Badminnery resize
var/resize = 1 //Badminnery resize
var/datum/vision_override/vision_type = null //Vision override datum.