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Fix runtime in eyes_shine (#14670)
Triggered by people with no eyes (say, slimes), but with an eye implant.
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@@ -549,14 +549,14 @@
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var/obj/item/storage/wallet/W
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var/active_hand = get_active_hand()
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var/inactive_hand = get_inactive_hand()
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//ID
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if(istype(active_hand, /obj/item/card/id) || istype(inactive_hand, /obj/item/card/id))
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if(istype(active_hand, ID))
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ID = active_hand
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else
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ID = inactive_hand
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//PDA
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else if(istype(active_hand, /obj/item/pda) || istype(inactive_hand, /obj/item/pda))
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if(istype(active_hand, PDA))
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@@ -1510,14 +1510,13 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
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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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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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// Natural eyeshine, any implants, and XRAY - all give shiny appearance.
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if((istype(eyes) && eyes.shine()) || istype(eye_implant) || (XRAY in mutations))
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return TRUE
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return TRUE
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return FALSE
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/mob/living/carbon/human/assess_threat(var/mob/living/simple_animal/bot/secbot/judgebot, var/lasercolor)
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if(judgebot.emagged == 2)
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