nuclear fixes the blindness issue by making eye_blind() max() rather than add (#11438)
* Update status_procs.dm * Update status_procs.dm * travis * aight bet
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@@ -19,9 +19,15 @@
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/mob/proc/set_dizziness(amount)
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dizziness = max(amount, 0)
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///Blind a mobs eyes by amount
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/**
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* Sets a mob's blindness to an amount if it was not above it already, similar to how status effects work
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*/
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/mob/proc/blind_eyes(amount)
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adjust_blindness(amount)
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var/old_blind = eye_blind || HAS_TRAIT(src, TRAIT_BLIND)
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eye_blind = max(eye_blind, amount)
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var/new_blind = eye_blind || HAS_TRAIT(src, TRAIT_BLIND)
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if(old_blind != new_blind)
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update_blindness()
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/**
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* Adjust a mobs blindness by an amount
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