diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index b27f98bc40c..1d6bc938f5d 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -1161,7 +1161,7 @@ else sight &= ~(SEE_TURFS|SEE_MOBS|SEE_OBJS) - see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : SEE_INVISIBLE_LIVING + see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : see_invisible_default if(XRAY in mutations) sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS @@ -1173,7 +1173,7 @@ if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"]) see_invisible = SEE_INVISIBLE_CULT else - see_invisible = SEE_INVISIBLE_LIVING + see_invisible = see_invisible_default seer = 0 if(!seedarkness) @@ -1184,7 +1184,7 @@ else sight = species.get_vision_flags(src) see_in_dark = species.darksight - see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : SEE_INVISIBLE_LIVING + see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : see_invisible_default var/tmp/glasses_processed = 0 var/obj/item/weapon/rig/rig = back @@ -1205,7 +1205,7 @@ if(!glasses_processed && (species.get_vision_flags(src) > 0)) sight |= species.get_vision_flags(src) if(!seer && !glasses_processed && seedarkness) - see_invisible = SEE_INVISIBLE_LIVING + see_invisible = see_invisible_default if(healths) if (chem_effects[CE_PAINKILLER] > 100) @@ -1385,7 +1385,7 @@ if(G.see_invisible >= 0) see_invisible = G.see_invisible else if(!druggy && !seer) - see_invisible = SEE_INVISIBLE_LIVING + see_invisible = see_invisible_default /mob/living/carbon/human/handle_random_events() if(inStasisNow()) diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm index 23dbb6fc09d..9739e596b8e 100644 --- a/code/modules/mob/living/living_defines.dm +++ b/code/modules/mob/living/living_defines.dm @@ -55,5 +55,7 @@ var/glow_intensity = null var/glow_color = "#FFFFFF" // The color they're glowing! + var/see_invisible_default = SEE_INVISIBLE_LIVING + var/list/hud_list //Holder for health hud, status hud, wanted hud, etc (not like inventory slots) var/has_huds = FALSE //Whether or not we should bother initializing the above list