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I figured there was a better way to do this.
Refactors eyecon generation and eye-shine. Synthetic eyes and cyber-eye implants will now trigger eye-shine.
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@@ -1668,16 +1668,38 @@
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G.icon_state = "grabbed1"
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G.synch()
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/mob/living/carbon/human/proc/get_eyecon()
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var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
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var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
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if(istype(species) && species.eyes)
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var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', species.eyes)
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if(eye_implant) //Eye implants override native DNA eye colo(u)r
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eyes_icon = eye_implant.generate_icon()
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else if(eyes)
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eyes_icon = eyes.generate_icon()
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else
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eyes_icon.Blend("#800000", ICON_ADD)
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return eyes_icon
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/mob/living/carbon/human/proc/get_eye_shine() //Referenced cult constructs for shining in the dark. Needs to be above lighting effects such as shading.
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var/obj/item/organ/external/head/head_organ = get_organ("head")
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var/datum/sprite_accessory/hair/hair_style = hair_styles_full_list[head_organ.h_style]
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var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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return image(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1) //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
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/*Used to check if eyes should shine in the dark. Returns the image of the eyes on the layer where they will appear to shine.
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Eyes need to have significantly high darksight to shine unless the mob has the XRAY vision mutation. Eyes will not shine if they are covered in any way.*/
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/mob/living/carbon/human/proc/eyes_shine()
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var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
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if(!istype(eyes))
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return FALSE
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if(!(eyes.get_dark_view() > EYE_SHINE_THRESHOLD) && !(XRAY in mutations))
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var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
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if(!(istype(eyes) || istype(eye_implant)))
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return FALSE
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if(!get_location_accessible(src, "eyes"))
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return FALSE
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if(!(eyes.shine()) && !istype(eye_implant) && !(XRAY in mutations)) //If their eyes don't shine, they don't have other augs, nor do they have X-RAY vision
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return FALSE
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return TRUE
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@@ -1334,8 +1334,7 @@ var/global/list/damage_icon_parts = list()
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//Begin appending miscellaneous effects.
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if(eyes_shine())
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var/obj/item/organ/internal/eyes/E = get_int_organ(/obj/item/organ/internal/eyes)
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misc_effect_overlays += E.get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
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misc_effect_overlays += get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
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/mob/living/carbon/human/proc/force_update_limbs()
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for(var/obj/item/organ/external/O in bodyparts)
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