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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 19:17:50 +01:00
@@ -389,6 +389,13 @@ var/global/datum/controller/occupations/job_master
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spawnId(H, rank, alt_title)
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H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_ears)
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//Gives glasses to the vision impaired
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if(H.disabilities & NEARSIGHTED)
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var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), slot_glasses)
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if(equipped != 1)
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var/obj/item/clothing/glasses/G = H.glasses
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G.prescription = 1
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// H.update_icons()
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return 1
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@@ -252,6 +252,7 @@ datum/preferences
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dat += "Blood Type: <a href='byond://?src=\ref[user];preference=b_type;task=input'>[b_type]</a><br>"
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dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
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//dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
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dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
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dat += "Limbs: <a href='byond://?src=\ref[user];preference=limbs;task=input'>Adjust</a><br>"
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//display limbs below
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@@ -1007,6 +1008,11 @@ datum/preferences
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gender = FEMALE
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else
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gender = MALE
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if("disabilities")
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if(disabilities == 0)
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disabilities = 1
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else
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disabilities = 0
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if("hear_adminhelps")
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toggles ^= SOUND_ADMINHELP
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@@ -237,6 +237,7 @@
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S["sec_record"] << sec_record
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S["player_alt_titles"] << player_alt_titles
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S["be_special"] << be_special
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S["disabilities"] << disabilities
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S["used_skillpoints"] << used_skillpoints
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S["skills"] << skills
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S["skill_specialization"] << skill_specialization
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@@ -1,6 +1,10 @@
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/obj/item
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var/prescription = 0
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/obj/item/clothing
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name = "clothing"
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//Ears: currently only used for headsets and earmuffs
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/obj/item/clothing/ears
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name = "ears"
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@@ -8,7 +8,7 @@
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//var/vision_flags = 0
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//var/darkness_view = 0//Base human is 2
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//var/invisa_view = 0
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var/prescription = 0
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//var/prescription = 0
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/obj/item/clothing/glasses/meson
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name = "Optical Meson Scanner"
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@@ -61,6 +61,7 @@
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desc = "Made by Nerd. Co."
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icon_state = "glasses"
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item_state = "glasses"
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prescription = 1
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/obj/item/clothing/glasses/regular/hipster
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name = "Prescription Glasses"
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@@ -1223,7 +1223,7 @@
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if(blinded) blind.layer = 18
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else blind.layer = 0
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if( disabilities & NEARSIGHTED && !istype(glasses, /obj/item/clothing/glasses/regular) )
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if( disabilities & NEARSIGHTED && ((glasses && !glasses.prescription) || !glasses))
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client.screen += global_hud.vimpaired
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if(eye_blurry) client.screen += global_hud.blurry
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if(druggy) client.screen += global_hud.druggy
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@@ -170,7 +170,7 @@
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//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
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/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
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equip_to_slot_if_possible(W, slot, 1, 1, 0)
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return equip_to_slot_if_possible(W, slot, 1, 1, 0)
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//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
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var/list/slot_equipment_priority = list( \
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@@ -365,6 +365,10 @@
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new_character.dna.ready_dna(new_character)
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new_character.dna.b_type = client.prefs.b_type
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if(client.prefs.disabilities)
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new_character.dna.struc_enzymes = setblock(new_character.dna.struc_enzymes,GLASSESBLOCK,toggledblock(getblock(new_character.dna.struc_enzymes,GLASSESBLOCK,3)),3)
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new_character.disabilities |= NEARSIGHTED
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new_character.key = key //Manually transfer the key to log them in
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return new_character
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