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Colourblind fixing fix (#16698)
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@@ -205,10 +205,9 @@ Difficulty: Very Hard
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shoot_projectile(E)
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/mob/living/simple_animal/hostile/megafauna/colossus/proc/telegraph()
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for(var/mob/M in range(10,src))
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if(M.client)
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flash_color(M.client, "#C80000", 1)
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shake_camera(M, 4, 3)
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for(var/mob/M in range(10, src))
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M.flash_screen_color("#C80000", 1)
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shake_camera(M, 4, 3)
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playsound(src, 'sound/magic/narsie_attack.ogg', 200, TRUE)
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@@ -670,8 +670,7 @@ Difficulty: Hard
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hit_things += L
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if((friendly_fire_check && caster && caster.faction_check_mob(L)) || L.stat == DEAD)
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continue
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if(L.client)
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flash_color(L.client, "#660099", 1)
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L.flash_screen_color("#660099", 1)
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playsound(L,'sound/weapons/sear.ogg', 50, TRUE, -4)
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to_chat(L, "<span class='userdanger'>You're struck by a [name]!</span>")
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var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
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@@ -13,6 +13,7 @@
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return 0
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/mob/proc/get_screen_colour()
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return
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/mob/proc/update_client_colour(time = 10) //Update the mob's client.color with an animation the specified time in length.
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if(!client) //No client_colour without client. If the player logs back in they'll be back through here anyway.
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@@ -31,6 +32,19 @@
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else if(eyes) //If they're not, check to see if their eyes got one of them there colour matrices. Will be null if eyes are robotic/the mob isn't colourblind and they have no default colour matrix.
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return eyes.get_colourmatrix()
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/**
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* Flash up a color as an overlay on a player's screen, then fade back to normal.
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*
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* Arguments:
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* * flash_color - The color to overlay on the screen.
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* * flash_time - The time it takes for the color to fade back to normal.
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*/
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/mob/proc/flash_screen_color(flash_color, flash_time)
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if(!client)
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return
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client.color = flash_color
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INVOKE_ASYNC(client, /client/.proc/colour_transition, get_screen_colour(), flash_time)
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/proc/ismindshielded(A) //Checks to see if the person contains a mindshield implant, then checks that the implant is actually inside of them
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for(var/obj/item/implant/mindshield/L in A)
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if(L && L.implanted)
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