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General fix to update tint applying/removing blindness, tweak to facehuggers. (#26513)
* Removes the blindness from Facehuggers and ties it to `update_tint()`. `update_tint()` now properly removes and adds blindness. * Removes unneeded overlay.
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@@ -141,7 +141,6 @@
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target.equip_to_slot_if_possible(src, SLOT_HUD_WEAR_MASK, FALSE, TRUE)
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if(!sterile)
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M.KnockDown(impregnation_time + 2 SECONDS)
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M.EyeBlind(impregnation_time + 2 SECONDS)
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flags |= NODROP //You can't take it off until it dies... or figures out you're an IPC.
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GoIdle() //so it doesn't jump the people that tear it off
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@@ -1201,14 +1201,13 @@ so that different stomachs can handle things in different ways VB*/
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/mob/living/carbon/proc/update_tint()
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var/tinttotal = get_total_tint()
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if(tinttotal >= TINT_BLIND)
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overlay_fullscreen("tint", /atom/movable/screen/fullscreen/stretch/blind)
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ADD_TRAIT(src, TRAIT_BLIND, "tint")
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become_blind("tint")
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else if(tinttotal >= TINT_IMPAIR)
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overlay_fullscreen("tint", /atom/movable/screen/fullscreen/stretch/impaired, 2)
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REMOVE_TRAIT(src, TRAIT_BLIND, "tint")
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cure_blind("tint")
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else
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clear_fullscreen("tint", 0)
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REMOVE_TRAIT(src, TRAIT_BLIND, "tint")
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cure_blind("tint")
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/mob/living/carbon/proc/get_total_tint()
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. = 0
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