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Adds Vision Flags for Helmets
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@@ -241,6 +241,9 @@ BLIND // can't see anything
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var/blockTracking // Do we block AI tracking?
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var/flash_protect = 0
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var/tint = 0
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var/HUDType = 0
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var/vision_flags = 0
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var/see_darkness = 1
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//Mask
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/obj/item/clothing/mask
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@@ -13,6 +13,35 @@
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siemens_coefficient = 0.7
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loose = 4 // generally well seated
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/obj/item/clothing/head/helmet/visor
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name = "visor helmet"
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desc = "A helmet with a built-in visor. It doesn't seem to do anything, but it sure looks cool!"
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icon_state = "helmetgoggles"
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/obj/item/clothing/head/helmet/thermal
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name = "thermal visor helmet"
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desc = "A helmet with a built-in thermal scanning visor."
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icon_state = "helmetthermals"
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vision_flags = SEE_MOBS
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/obj/item/clothing/head/helmet/meson
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name = "meson visor helmet"
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desc = "A helmet with a built-in meson scanning visor."
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icon_state = "helmetmesons"
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vision_flags = SEE_TURFS
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/obj/item/clothing/head/helmet/material
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name = "material visor helmet"
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desc = "A helmet with a built-in material scanning visor."
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icon_state = "helmetmaterials"
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vision_flags = SEE_OBJS
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/obj/item/clothing/head/helmet/night
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name = "night-vision helmet"
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desc = "A helmet with a built-in pair of night vision goggles."
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icon_state = "helmetNVG"
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see_darkness = 0
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/obj/item/clothing/head/helmet/alt
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name = "bulletproof helmet"
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desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
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@@ -29,6 +29,9 @@
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siemens_coefficient = 0.2
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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unacidable = 1
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vision_flags = SEE_MOBS
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see_darkness = 0
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HUDType = MEDHUD
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/obj/item/clothing/suit/space/deathsquad
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name = "deathsquad suit"
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@@ -46,7 +49,6 @@
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desc = "An armored beret commonly used by special operations officers."
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icon_state = "beret_badge"
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
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flags = STOPSPRESSUREDMAGE
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siemens_coefficient = 0.9
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/obj/item/clothing/suit/space/deathsquad/officer
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@@ -1179,24 +1179,44 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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see_invisible = SEE_INVISIBLE_LIVING
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seer = 0
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if(glasses)
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var/obj/item/clothing/glasses/G = glasses
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if(istype(G))
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see_in_dark = (G.darkness_view ? see_in_dark + G.darkness_view : species.darksight) // Otherwise we keep our darkness view with togglable nightvision.
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if(G.vision_flags) // MESONS
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sight |= G.vision_flags
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if(!G.see_darkness)
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see_invisible = SEE_INVISIBLE_MINIMUM
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/* HUD shit goes here, as long as it doesn't modify sight flags */
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// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
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if(glasses || head)
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if(glasses)
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var/obj/item/clothing/glasses/G = glasses
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if(istype(G))
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see_in_dark = (G.darkness_view ? see_in_dark + G.darkness_view : species.darksight) // Otherwise we keep our darkness view with togglable nightvision.
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if(G.vision_flags) // MESONS
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sight |= G.vision_flags
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if(!G.see_darkness)
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see_invisible = SEE_INVISIBLE_MINIMUM
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/* HUD shit goes here, as long as it doesn't modify sight flags */
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// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
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switch(G.HUDType)
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if(SECHUD)
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process_sec_hud(src,1)
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if(MEDHUD)
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process_med_hud(src,1)
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if(ANTAGHUD)
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process_antag_hud(src)
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if(head)
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var/obj/item/clothing/head/H = head
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if(istype(H))
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if(H.vision_flags) // MESONS
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sight |= H.vision_flags
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if(!H.see_darkness)
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see_invisible = SEE_INVISIBLE_MINIMUM
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/* HUD shit goes here, as long as it doesn't modify sight flags */
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// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
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switch(H.HUDType)
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if(SECHUD)
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process_sec_hud(src,1)
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if(MEDHUD)
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process_med_hud(src,1)
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if(ANTAGHUD)
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process_antag_hud(src)
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switch(G.HUDType)
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if(SECHUD)
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process_sec_hud(src,1)
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if(MEDHUD)
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process_med_hud(src,1)
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if(ANTAGHUD)
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process_antag_hud(src)
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