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@@ -1,175 +1,177 @@
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/mob
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var/list/screens = list()
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/mob/proc/overlay_fullscreen(category, type, severity)
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var/obj/screen/fullscreen/screen
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if(screens[category])
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screen = screens[category]
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if(screen.type != type)
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clear_fullscreen(category, FALSE)
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return .()
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else if(!severity || severity == screen.severity)
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return null
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else
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screen = new type()
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screen.icon_state = "[initial(screen.icon_state)][severity]"
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screen.severity = severity
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screens[category] = screen
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if(client && screen.should_show_to(src))
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client.screen += screen
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return screen
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/mob/proc/clear_fullscreen(category, animated = 10)
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var/obj/screen/fullscreen/screen = screens[category]
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if(!screen)
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return
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screens -= category
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if(animated)
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animate(screen, alpha = 0, time = animated)
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addtimer(CALLBACK(src, .proc/clear_fullscreen_after_animate, screen), animated, TIMER_CLIENT_TIME)
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else
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if(client)
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client.screen -= screen
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qdel(screen)
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/mob/proc/clear_fullscreen_after_animate(obj/screen/fullscreen/screen)
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if(client)
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client.screen -= screen
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qdel(screen)
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/mob/proc/clear_fullscreens()
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for(var/category in screens)
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clear_fullscreen(category)
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/mob/proc/hide_fullscreens()
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if(client)
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for(var/category in screens)
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client.screen -= screens[category]
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/mob/proc/reload_fullscreen()
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if(client)
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var/obj/screen/fullscreen/screen
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for(var/category in screens)
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screen = screens[category]
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if(screen.should_show_to(src))
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client.screen |= screen
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else
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client.screen -= screen
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/obj/screen/fullscreen
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icon = 'icons/mob/screen_full.dmi'
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icon_state = "default"
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screen_loc = "CENTER-7,CENTER-7"
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layer = FULLSCREEN_LAYER
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plane = FULLSCREEN_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/severity = 0
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var/show_when_dead = FALSE
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/obj/screen/fullscreen/proc/should_show_to(mob/mymob)
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if(!show_when_dead && mymob.stat == DEAD)
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return FALSE
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return TRUE
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/obj/screen/fullscreen/Destroy()
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severity = 0
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. = ..()
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/obj/screen/fullscreen/brute
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icon_state = "brutedamageoverlay"
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layer = UI_DAMAGE_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/oxy
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icon_state = "oxydamageoverlay"
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layer = UI_DAMAGE_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/crit
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icon_state = "passage"
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layer = CRIT_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/crit/vision
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icon_state = "oxydamageoverlay"
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layer = BLIND_LAYER
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/obj/screen/fullscreen/blind
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icon_state = "blackimageoverlay"
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layer = BLIND_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/curse
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icon_state = "curse"
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layer = CURSE_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/impaired
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icon_state = "impairedoverlay"
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/obj/screen/fullscreen/blurry
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "blurry"
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/obj/screen/fullscreen/flash
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "flash"
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/obj/screen/fullscreen/flash/static
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "noise"
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/obj/screen/fullscreen/high
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "druggy"
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/obj/screen/fullscreen/color_vision
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "flash"
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alpha = 80
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/obj/screen/fullscreen/color_vision/green
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color = "#00ff00"
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/obj/screen/fullscreen/color_vision/red
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color = "#ff0000"
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/obj/screen/fullscreen/color_vision/blue
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color = "#0000ff"
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/obj/screen/fullscreen/lighting_backdrop
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "flash"
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transform = matrix(200, 0, 0, 0, 200, 0)
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plane = LIGHTING_PLANE
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blend_mode = BLEND_OVERLAY
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show_when_dead = TRUE
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//Provides darkness to the back of the lighting plane
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/obj/screen/fullscreen/lighting_backdrop/lit
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invisibility = INVISIBILITY_LIGHTING
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layer = BACKGROUND_LAYER+21
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color = "#000"
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show_when_dead = TRUE
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//Provides whiteness in case you don't see lights so everything is still visible
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/obj/screen/fullscreen/lighting_backdrop/unlit
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layer = BACKGROUND_LAYER+20
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show_when_dead = TRUE
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/obj/screen/fullscreen/see_through_darkness
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icon_state = "nightvision"
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plane = LIGHTING_PLANE
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layer = LIGHTING_LAYER
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blend_mode = BLEND_ADD
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show_when_dead = TRUE
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/mob
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var/list/screens = list()
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/mob/proc/overlay_fullscreen(category, type, severity)
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var/obj/screen/fullscreen/screen = screens[category]
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if (!screen || screen.type != type)
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// needs to be recreated
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clear_fullscreen(category, FALSE)
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screens[category] = screen = new type()
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else if ((!severity || severity == screen.severity) && (!client || screen.screen_loc != "CENTER-7,CENTER-7" || screen.view == client.view))
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// doesn't need to be updated
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return screen
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screen.icon_state = "[initial(screen.icon_state)][severity]"
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screen.severity = severity
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if (client && screen.should_show_to(src))
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client.screen += screen
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if (screen.screen_loc == "CENTER-7,CENTER-7" && screen.view != client.view)
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var/scale = (1 + 2 * client.view) / 15
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screen.view = client.view
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screen.transform = matrix(scale, 0, 0, 0, scale, 0)
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return screen
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/mob/proc/clear_fullscreen(category, animated = 10)
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var/obj/screen/fullscreen/screen = screens[category]
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if(!screen)
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return
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screens -= category
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if(animated)
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animate(screen, alpha = 0, time = animated)
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addtimer(CALLBACK(src, .proc/clear_fullscreen_after_animate, screen), animated, TIMER_CLIENT_TIME)
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else
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if(client)
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client.screen -= screen
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qdel(screen)
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/mob/proc/clear_fullscreen_after_animate(obj/screen/fullscreen/screen)
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if(client)
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client.screen -= screen
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qdel(screen)
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/mob/proc/clear_fullscreens()
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for(var/category in screens)
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clear_fullscreen(category)
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/mob/proc/hide_fullscreens()
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if(client)
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for(var/category in screens)
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client.screen -= screens[category]
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/mob/proc/reload_fullscreen()
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if(client)
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var/obj/screen/fullscreen/screen
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for(var/category in screens)
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screen = screens[category]
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if(screen.should_show_to(src))
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client.screen |= screen
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else
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client.screen -= screen
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/obj/screen/fullscreen
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icon = 'icons/mob/screen_full.dmi'
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icon_state = "default"
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screen_loc = "CENTER-7,CENTER-7"
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layer = FULLSCREEN_LAYER
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plane = FULLSCREEN_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/view = 7
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var/severity = 0
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var/show_when_dead = FALSE
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/obj/screen/fullscreen/proc/should_show_to(mob/mymob)
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if(!show_when_dead && mymob.stat == DEAD)
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return FALSE
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return TRUE
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/obj/screen/fullscreen/Destroy()
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severity = 0
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. = ..()
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/obj/screen/fullscreen/brute
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icon_state = "brutedamageoverlay"
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layer = UI_DAMAGE_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/oxy
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icon_state = "oxydamageoverlay"
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layer = UI_DAMAGE_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/crit
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icon_state = "passage"
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layer = CRIT_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/crit/vision
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icon_state = "oxydamageoverlay"
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layer = BLIND_LAYER
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/obj/screen/fullscreen/blind
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icon_state = "blackimageoverlay"
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layer = BLIND_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/curse
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icon_state = "curse"
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layer = CURSE_LAYER
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plane = FULLSCREEN_PLANE
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/obj/screen/fullscreen/impaired
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icon_state = "impairedoverlay"
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/obj/screen/fullscreen/blurry
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "blurry"
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/obj/screen/fullscreen/flash
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "flash"
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/obj/screen/fullscreen/flash/static
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "noise"
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/obj/screen/fullscreen/high
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "druggy"
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/obj/screen/fullscreen/color_vision
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icon = 'icons/mob/screen_gen.dmi'
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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icon_state = "flash"
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alpha = 80
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/obj/screen/fullscreen/color_vision/green
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color = "#00ff00"
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/obj/screen/fullscreen/color_vision/red
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color = "#ff0000"
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/obj/screen/fullscreen/color_vision/blue
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color = "#0000ff"
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/obj/screen/fullscreen/lighting_backdrop
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "flash"
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transform = matrix(200, 0, 0, 0, 200, 0)
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plane = LIGHTING_PLANE
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blend_mode = BLEND_OVERLAY
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show_when_dead = TRUE
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//Provides darkness to the back of the lighting plane
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/obj/screen/fullscreen/lighting_backdrop/lit
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invisibility = INVISIBILITY_LIGHTING
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layer = BACKGROUND_LAYER+21
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color = "#000"
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show_when_dead = TRUE
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//Provides whiteness in case you don't see lights so everything is still visible
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/obj/screen/fullscreen/lighting_backdrop/unlit
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layer = BACKGROUND_LAYER+20
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show_when_dead = TRUE
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/obj/screen/fullscreen/see_through_darkness
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icon_state = "nightvision"
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plane = LIGHTING_PLANE
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layer = LIGHTING_LAYER
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blend_mode = BLEND_ADD
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show_when_dead = TRUE
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