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Adds Vision Flags for Helmets
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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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