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* Adds hardened versions of thermal and x ray eyes and replaces old ones bought by nuke ops * Update code/modules/surgery/organs/eyes.dm grammar changes Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * gives SOOs hardened X-ray eyes * Grammar fix Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
203 lines
7.8 KiB
Plaintext
203 lines
7.8 KiB
Plaintext
/obj/item/organ/internal/eyes
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name = "eyeballs"
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icon_state = "eyes"
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gender = PLURAL
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organ_tag = "eyes"
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parent_organ = "head"
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slot = "eyes"
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var/eye_color = "#000000" // Should never be null
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var/list/colourmatrix = null
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var/list/colourblind_matrix = MATRIX_GREYSCALE //Special colourblindness parameters. By default, it's black-and-white.
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var/list/replace_colours = GREYSCALE_COLOR_REPLACE
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var/dependent_disabilities = list() //Gets set by eye-dependent disabilities such as colourblindness so the eyes can transfer the disability during transplantation.
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var/weld_proof = FALSE //If set, the eyes will not take damage during welding. eg. IPC optical sensors do not take damage when they weld things while all other eyes will.
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var/vision_flags = 0
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var/see_in_dark = 2
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var/tint = 0
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var/flash_protect = FLASH_PROTECTION_NONE
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var/see_invisible = SEE_INVISIBLE_LIVING
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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/obj/item/organ/internal/eyes/proc/update_colour()
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dna.write_eyes_attributes(src)
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/obj/item/organ/internal/eyes/proc/generate_icon(mob/living/carbon/human/HA)
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var/mob/living/carbon/human/H = HA
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if(!istype(H))
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H = owner
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var/icon/eyes_icon = new /icon('icons/mob/human_face.dmi', H.dna.species.eyes)
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eyes_icon.Blend(eye_color, ICON_ADD)
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return eyes_icon
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/obj/item/organ/internal/eyes/proc/get_colourmatrix() //Returns a special colour matrix if the eyes are organic and the mob is colourblind, otherwise it uses the current one.
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if(!is_robotic() && HAS_TRAIT(owner, TRAIT_COLORBLIND))
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return colourblind_matrix
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else
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return colourmatrix
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/obj/item/organ/internal/eyes/proc/shine()
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if(is_robotic() || (see_in_dark > EYE_SHINE_THRESHOLD))
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return TRUE
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/obj/item/organ/internal/eyes/insert(mob/living/carbon/human/M, special = 0)
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..()
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if(istype(M) && eye_color)
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M.update_body() //Apply our eye colour to the target.
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M.update_tint()
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M.update_sight()
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if(!HAS_TRAIT(M, TRAIT_COLORBLIND) && (TRAIT_COLORBLIND in dependent_disabilities)) //If the eyes are colourblind and we're not, carry over the gene.
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dependent_disabilities -= TRAIT_COLORBLIND
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M.dna.SetSEState(GLOB.colourblindblock, TRUE)
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singlemutcheck(M, GLOB.colourblindblock, MUTCHK_FORCED)
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else
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M.update_client_colour() //If we're here, that means the mob acquired the colourblindness gene while they didn't have eyes. Better handle it.
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/obj/item/organ/internal/eyes/remove(mob/living/carbon/human/M, special = 0)
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if(!special && HAS_TRAIT(M, TRAIT_COLORBLIND)) //If special is set, that means these eyes are getting deleted (i.e. during set_species())
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if(!(TRAIT_COLORBLIND in dependent_disabilities)) //We only want to change COLOURBLINDBLOCK and such it the eyes are being surgically removed.
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dependent_disabilities |= TRAIT_COLORBLIND
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M.dna.SetSEState(GLOB.colourblindblock, FALSE)
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singlemutcheck(M, GLOB.colourblindblock, MUTCHK_FORCED)
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. = ..()
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M.update_tint()
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M.update_sight()
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/obj/item/organ/internal/eyes/surgeryize()
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if(!owner)
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return
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owner.cure_nearsighted(EYE_DAMAGE)
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owner.cure_blind(EYE_DAMAGE)
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owner.SetEyeBlurry(0)
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owner.SetEyeBlind(0)
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/obj/item/organ/internal/eyes/night_vision
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name = "shadow eyes"
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desc = "A spooky set of eyes that can see in the dark."
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see_in_dark = 8
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
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actions_types = list(/datum/action/item_action/organ_action/use)
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/obj/item/organ/internal/eyes/night_vision/ui_action_click()
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vision_flags = initial(vision_flags)
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switch(lighting_alpha)
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if(LIGHTING_PLANE_ALPHA_VISIBLE)
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
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if(LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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if(LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE)
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lighting_alpha = LIGHTING_PLANE_ALPHA_INVISIBLE
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else
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lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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vision_flags &= ~SEE_BLACKNESS
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owner.update_sight()
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/obj/item/organ/internal/eyes/night_vision/nightmare
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name = "burning red eyes"
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desc = "Even without their shadowy owner, looking at these eyes gives you a sense of dread."
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icon_state = "burning_eyes"
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/obj/item/organ/internal/eyes/robotize(make_tough)
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colourmatrix = null
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..() //Make sure the organ's got the robotic status indicators before updating the client colour.
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if(owner)
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owner.update_client_colour(0) //Since mechanical eyes give see_in_dark of 2 and full colour vision atm, just having this here is fine.
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/obj/item/organ/internal/eyes/cybernetic
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name = "cybernetic eyes"
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icon_state = "eyes-c"
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desc = "An electronic device designed to mimic the functions of a pair of human eyes. It has no benefits over organic eyes, but is easy to produce."
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origin_tech = "biotech=4"
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status = ORGAN_ROBOT
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/obj/item/organ/internal/eyes/cybernetic/emp_act(severity)
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if(!owner || emp_proof)
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return
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if(prob(10 * severity))
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return
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to_chat(owner, "<span class='warning'>Static obfuscates your vision!</span>")
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owner.flash_eyes(visual = TRUE)
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..()
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/obj/item/organ/internal/eyes/cybernetic/meson
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name = "meson eyes"
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desc = "These cybernetic eyes will allow you to see the structural layout of the station, and, well, everything else."
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eye_color = "#199900"
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vision_flags = SEE_TURFS
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
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origin_tech = "materials=4;engineering=4;biotech=4;magnets=4"
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/obj/item/organ/internal/eyes/cybernetic/xray
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name = "\improper X-ray eyes"
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desc = "These cybernetic eyes will give you X-ray vision. Blinking is futile."
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see_in_dark = 8
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vision_flags = SEE_MOBS | SEE_OBJS | SEE_TURFS
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origin_tech = "materials=4;programming=4;biotech=7;magnets=4"
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/obj/item/organ/internal/eyes/cybernetic/xray/hardened
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name = "hardened X-ray eyes"
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desc = "These cybernetic eyes will give you X-ray vision. Blinking is futile. This pair has been hardened for special operations personnel."
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emp_proof = TRUE
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origin_tech = "materials=6;programming=5;biotech=7;magnets=6;syndicate=3"
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/obj/item/organ/internal/eyes/cybernetic/thermals
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name = "thermal eyes"
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desc = "These cybernetic eye implants will give you thermal vision. Vertical slit pupil included."
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eye_color = "#FFCC00"
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vision_flags = SEE_MOBS
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
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flash_protect = FLASH_PROTECTION_SENSITIVE
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see_in_dark = 8
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origin_tech = "materials=5;programming=4;biotech=4;magnets=4;syndicate=1"
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/obj/item/organ/internal/eyes/cybernetic/thermals/hardened
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name = "hardened thermal eyes"
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desc = "These cybernetic eye implants will give you thermal vision. Vertical slit pupil included. This pair has been hardened for special operations personnel."
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emp_proof = TRUE
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origin_tech = "materials=6;programming=5;biotech=6;magnets=6;syndicate=3"
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/obj/item/organ/internal/eyes/cybernetic/flashlight
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name = "flashlight eyes"
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desc = "It's two flashlights rigged together with some wire. Why would you put these in someone's head?"
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eye_color ="#FEE5A3"
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight_eyes"
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flash_protect = FLASH_PROTECTION_WELDER
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tint = INFINITY
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var/obj/item/flashlight/eyelight/eye
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/obj/item/organ/internal/eyes/cybernetic/flashlight/emp_act(severity)
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return
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/obj/item/organ/internal/eyes/cybernetic/flashlight/insert(mob/living/carbon/M, special = FALSE)
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..()
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if(!eye)
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eye = new /obj/item/flashlight/eyelight()
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eye.on = TRUE
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eye.forceMove(M)
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eye.update_brightness(M)
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M.become_blind("flashlight_eyes")
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/obj/item/organ/internal/eyes/cybernetic/flashlight/remove(mob/living/carbon/M, special = FALSE)
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if(eye)
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eye.on = FALSE
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eye.update_brightness(M)
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eye.forceMove(src)
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M.cure_blind("flashlight_eyes")
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. = ..()
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// Welding shield implant
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/obj/item/organ/internal/eyes/cybernetic/shield
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name = "shielded robotic eyes"
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desc = "These reactive micro-shields will protect you from welders and flashes without obscuring your vision."
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flash_protect = FLASH_PROTECTION_WELDER
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eye_color = "#101010"
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origin_tech = "materials=4;biotech=3;engineering=4;plasmatech=3"
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/obj/item/organ/internal/eyes/cybernetic/shield/emp_act(severity)
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return
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