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Shadowling, changeling, and vision fixes/changes
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@@ -84,4 +84,4 @@
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var/fire_dmi = 'icons/mob/OnFire.dmi'
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var/fire_sprite = "Standing"
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var/datum/body_accessory/body_accessory = null
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var/datum/body_accessory/body_accessory = null
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@@ -768,7 +768,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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light_amount = T.get_lumcount()*10
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if(light_amount > species.light_dam && !incorporeal_move) //if there's enough light, start dying
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if(species.light_effect_amp)
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adjustFireLoss(5) //This gets doubled by Shadowling's innate fire weakness, so it ends up being 10.
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adjustFireLoss(4.7) //This gets multiplied by 1.5 due to Shadowling's innate fire weakness, so it ends up being about 7.
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else
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adjustFireLoss(1)
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adjustBruteLoss(1)
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@@ -968,7 +968,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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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(!species.vision_organ) // 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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@@ -977,7 +977,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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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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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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@@ -987,7 +987,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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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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@@ -1220,13 +1220,17 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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if(ANTAGHUD)
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process_antag_hud(src)
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else if(!seer)
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see_in_dark = species.darksight
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see_invisible = SEE_INVISIBLE_LIVING
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if(vision_type)
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see_in_dark = max(see_in_dark, vision_type.see_in_dark, species.darksight)
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see_invisible = vision_type.see_invisible
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if(vision_type.light_sensetive)
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weakeyes = 1
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sight |= vision_type.sight_flags
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if(see_override) //Override all
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see_invisible = see_override
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@@ -203,6 +203,7 @@
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var/area/lastarea = null
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/weakeyes //Are they vulnerable to flashes?
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var/list/radar_blips = list() // list of screen objects, radar blips
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var/radar_open = 0 // nonzero is radar is open
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@@ -234,4 +235,6 @@
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var/last_movement = -100 // Last world.time the mob actually moved of its own accord.
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var/resize = 1 //Badminnery resize
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var/resize = 1 //Badminnery resize
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var/datum/vision_override/vision_type = null //Vision override datum.
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