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synced 2026-07-21 20:13:45 +01:00
Last staging fixes
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@@ -315,33 +315,39 @@
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if(.)
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if(visual)
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return
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var/obj/item/organ/internal/eyes/E = get_int_organ(/obj/item/organ/internal/eyes)
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if(!E)
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return
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switch(damage)
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if(1)
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src << "<span class='warning'>Your eyes sting a little.</span>"
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/*if(prob(40)) //waiting on carbon organs
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eye_stat += 1*/
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if(prob(40)) //waiting on carbon organs
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E.damage += 1
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if(2)
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src << "<span class='warning'>Your eyes burn.</span>"
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//eye_stat += rand(2, 4)
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E.damage += rand(2, 4)
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else
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src << "Your eyes itch and burn severely!</span>"
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//eye_stat += rand(12, 16)
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E.damage += rand(12, 16)
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/*if(eye_stat > 10)
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if(E.damage > E.min_bruised_damage)
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eye_blind += damage
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eye_blurry += damage * rand(3, 6)
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if(eye_stat > 20)
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if (prob(eye_stat - 20))
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if(E.damage > (E.min_bruised_damage + E.min_broken_damage) / 2)
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if(!(E.status & ORGAN_ROBOT))
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src << "<span class='warning'>Your eyes start to burn badly!</span>"
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disabilities |= NEARSIGHTED
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else if(prob(eye_stat - 25))
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src << "<span class='warning'>You can't see anything!</span>"
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sdisabilities |= BLIND
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else //snowflake conditions piss me off for the record
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src << "<span class='warning'>The flash blinds you!</span>"
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else if(E.damage >= E.min_broken_damage)
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src << "<span class='warning'>You can't see anything!</span>"
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else
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src << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"*/
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src << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
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return 1
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else if(damage == 0) // just enough protection
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@@ -401,43 +401,3 @@ This function restores all organs.
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// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
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updatehealth()
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return 1
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// CARBON ORGANS: REMOVE THIS SHIT
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/mob/living/carbon/human/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
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. = ..()
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var/obj/item/organ/eyes/E = internal_organs_by_name["eyes"]
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if(!E)
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return
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var/damage = intensity - check_eye_prot()
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if(.)
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if(visual)
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return
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switch(damage)
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if(1)
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if(prob(40))
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E.damage += 1
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if(2)
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E.damage += rand(2, 4)
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else
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E.damage += rand(12, 16)
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if(E.damage > 10)
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eye_blind += damage
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eye_blurry += damage * rand(3, 6)
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if(E.damage > 20)
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if (prob(E.damage - 20))
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src << "<span class='warning'>Your eyes start to burn badly!</span>"
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disabilities |= NEARSIGHTED
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else if(prob(E.damage - 25))
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src << "<span class='warning'>You can't see anything!</span>"
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sdisabilities |= BLIND
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else
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src << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
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return 1
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else if(damage == 0) // just enough protection
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if(prob(20))
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src << "<span class='notice'>Something bright flashes in the corner of your vision!</span>"
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@@ -49,7 +49,6 @@
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//if we're chasing someone, get a little bit angry
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if(target_mob && prob(10))
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feral++
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M.flash_pain()
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//calm down a little bit
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if(feral > 0)
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@@ -60,7 +60,7 @@
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if(prob(10 * severity))
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return
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owner << "<span class='warning'>Static obfuscates your vision!</span>"
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flick("e_flash", owner.flash)
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owner.flash_eyes(visual = 1)
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