/obj/item/clothing/glasses name = "glasses" icon = 'icons/obj/clothing/glasses.dmi' //w_class = 2.0 //flags = GLASSESCOVERSEYES //slot_flags = SLOT_EYES //var/vision_flags = 0 //var/darkness_view = 0//Base human is 2 //var/invisa_view = 0 var/prescription = 0 /obj/item/clothing/glasses/meson name = "Optical Meson Scanner" desc = "Used for seeing walls, floors, and stuff through anything." icon_state = "meson" item_state = "glasses" origin_tech = "magnets=2;engineering=2" vision_flags = SEE_TURFS /obj/item/clothing/glasses/meson/prescription name = "prescription mesons" desc = "Optical Meson Scanner with prescription lenses." prescription = 1 /obj/item/clothing/glasses/science name = "Science Goggles" desc = "nothing" icon_state = "purple" item_state = "glasses" /obj/item/clothing/glasses/night name = "Night Vision Goggles" desc = "You can totally see in the dark now!." icon_state = "night" item_state = "glasses" origin_tech = "magnets=2" vision_flags = SEE_TURFS darkness_view = 3 /obj/item/clothing/glasses/eyepatch name = "eyepatch" desc = "Yarr." icon_state = "eyepatch" item_state = "eyepatch" /obj/item/clothing/glasses/monocle name = "monocle" desc = "Such a dapper eyepiece!" icon_state = "monocle" item_state = "headset" // lol /obj/item/clothing/glasses/material name = "Optical Material Scanner" desc = "Very confusing glasses." icon_state = "material" item_state = "glasses" origin_tech = "magnets=3;engineering=3" vision_flags = SEE_OBJS /obj/item/clothing/glasses/regular name = "Prescription Glasses" desc = "Made by Nerd. Co." icon_state = "glasses" item_state = "glasses" prescription = 1 /obj/item/clothing/glasses/regular/hipster name = "Prescription Glasses" desc = "Made by Uncool. Co." icon_state = "hipster_glasses" item_state = "hipster_glasses" /obj/item/clothing/glasses/gglasses name = "Green Glasses" desc = "Forest green glasses, like the kind you'd wear when hatching a nasty scheme." icon_state = "gglasses" item_state = "gglasses" /obj/item/clothing/glasses/sunglasses desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks many flashes." name = "sunglasses" icon_state = "sun" item_state = "sunglasses" darkness_view = -1 /obj/item/clothing/glasses/welding name = "welding goggles" desc = "Protects the eyes from welders, approved by the mad scientist association." icon_state = "welding-g" item_state = "welding-g" icon_action_button = "action_welding_g" var/up = 0 /obj/item/clothing/glasses/welding/attack_self() toggle() /obj/item/clothing/glasses/welding/verb/toggle() set category = "Object" set name = "Adjust welding goggles" set src in usr if(usr.canmove && !usr.stat && !usr.restrained()) if(src.up) src.up = !src.up src.flags |= GLASSESCOVERSEYES flags_inv |= HIDEEYES icon_state = initial(icon_state) usr << "You flip the [src] down to protect your eyes." else src.up = !src.up src.flags &= ~HEADCOVERSEYES flags_inv &= ~HIDEEYES icon_state = "[initial(icon_state)]up" usr << "You push the [src] up out of your face." usr.update_inv_glasses() /obj/item/clothing/glasses/welding/superior name = "superior welding goggles" desc = "Welding goggles made from more expensive materials, strangely smells like potatoes." icon_state = "rwelding-g" item_state = "rwelding-g" icon_action_button = "action_welding_g" /obj/item/clothing/glasses/sunglasses/blindfold name = "blindfold" desc = "Covers the eyes, preventing sight." icon_state = "blindfold" item_state = "blindfold" vision_flags = BLIND /obj/item/clothing/glasses/sunglasses/prescription name = "prescription sunglasses" prescription = 1 /obj/item/clothing/glasses/sunglasses/big desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many flashes." icon_state = "bigsunglasses" item_state = "bigsunglasses" /obj/item/clothing/glasses/sunglasses/sechud name = "HUDSunglasses" desc = "Sunglasses with a HUD." icon_state = "sunhud" var/obj/item/clothing/glasses/hud/security/hud = null New() ..() src.hud = new/obj/item/clothing/glasses/hud/security(src) return /obj/item/clothing/glasses/thermal name = "Optical Thermal Scanner" desc = "Thermals in the shape of glasses." icon_state = "thermal" item_state = "glasses" origin_tech = "magnets=3" vision_flags = SEE_MOBS invisa_view = 2 emp_act(severity) if(istype(src.loc, /mob/living/carbon/human)) var/mob/living/carbon/human/M = src.loc M << "\red The Optical Thermal Scanner overloads and blinds you!" if(M.glasses == src) M.eye_blind = 3 M.eye_blurry = 5 M.disabilities |= NEARSIGHTED spawn(100) M.disabilities &= ~NEARSIGHTED ..() /obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete name = "Optical Meson Scanner" desc = "Used for seeing walls, floors, and stuff through anything." icon_state = "meson" origin_tech = "magnets=3;syndicate=4" /obj/item/clothing/glasses/thermal/monocle name = "Thermoncle" desc = "A monocle thermal." icon_state = "thermoncle" flags = null //doesn't protect eyes because it's a monocle, duh /obj/item/clothing/glasses/thermal/eyepatch name = "Optical Thermal Eyepatch" desc = "An eyepatch with built-in thermal optics" icon_state = "eyepatch" item_state = "eyepatch" /obj/item/clothing/glasses/thermal/jensen name = "Optical Thermal Implants" desc = "A set of implantable lenses designed to augment your vision" icon_state = "thermalimplants" item_state = "syringe_kit"