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eyes.dm
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/obj/item/organ/eyes
name = BODY_ZONE_PRECISE_EYES
icon_state = "eyeballs"
desc = "I see you!"
visual = TRUE
zone = BODY_ZONE_PRECISE_EYES
slot = ORGAN_SLOT_EYES
gender = PLURAL
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
maxHealth = 0.5 * STANDARD_ORGAN_THRESHOLD //half the normal health max since we go blind at 30, a permanent blindness at 50 therefore makes sense unless medicine is administered
high_threshold = 0.3 * STANDARD_ORGAN_THRESHOLD //threshold at 30
low_threshold = 0.2 * STANDARD_ORGAN_THRESHOLD //threshold at 20
low_threshold_passed = span_info("Distant objects become somewhat less tangible.")
high_threshold_passed = span_info("Everything starts to look a lot less clear.")
now_failing = span_warning("Darkness envelopes you, as your eyes go blind!")
now_fixed = span_info("Color and shapes are once again perceivable.")
high_threshold_cleared = span_info("Your vision functions passably once more.")
low_threshold_cleared = span_info("Your vision is cleared of any ailment.")
var/sight_flags = 0
var/tint = 0
var/eye_color = "" //set to a hex code to override a mob's eye color
var/eye_icon_state = "eyes"
var/old_eye_color = "fff"
var/flash_protect = 0
var/see_invisible = SEE_INVISIBLE_LIVING
/// How much darkness to cut out of your view (basically, night vision)
var/lighting_cutoff = null
/// List of color cutoffs from eyes, or null if not applicable
var/list/color_cutoffs = null
var/no_glasses
var/damaged = TRUE //damaged indicates that our eyes are undergoing some level of negative effect,starts as true so it removes the impaired vision overlay if it is replacing damaged eyes
/obj/item/organ/eyes/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE, initialising)
. = ..()
if(ishuman(owner))
var/mob/living/carbon/human/HMN = owner
old_eye_color = HMN.eye_color
if(eye_color)
HMN.eye_color = eye_color
else
eye_color = HMN.eye_color
HMN.dna.update_ui_block(DNA_EYE_COLOR_BLOCK) //updates eye icon
HMN.update_body()
M.update_tint()
owner.update_sight()
/obj/item/organ/eyes/Remove(mob/living/carbon/M, special = 0)
..()
if(ishuman(M) && eye_color)
var/mob/living/carbon/human/HMN = M
HMN.eye_color = old_eye_color
HMN.dna.update_ui_block(DNA_EYE_COLOR_BLOCK)
HMN.update_body()
M.cure_blind(list(EYE_DAMAGE)) // can't be blind from eye damage if there's no eye to be damaged, still blind from not having eyes though
M.cure_nearsighted(list(EYE_DAMAGE)) // likewise for nearsightedness
M.set_eye_blur(0) // no eyes to blur
M.update_tint()
M.update_sight()
//Gotta reset the eye color, because that persists
/obj/item/organ/eyes/enter_wardrobe()
. = ..()
eye_color = initial(eye_color)
/obj/item/organ/eyes/on_life()
..()
var/mob/living/carbon/C = owner
//since we can repair fully damaged eyes, check if healing has occurred
if((organ_flags & ORGAN_FAILING) && (damage < maxHealth))
organ_flags &= ~ORGAN_FAILING
C.cure_blind(EYE_DAMAGE)
//various degrees of "oh fuck my eyes", from "point a laser at your eye" to "staring at the Sun" intensities
if(damage > 20)
damaged = TRUE
if((organ_flags & ORGAN_FAILING))
C.become_blind(EYE_DAMAGE)
else if(damage > 30)
C.overlay_fullscreen("eye_damage", /atom/movable/screen/fullscreen/impaired, 2)
else
C.overlay_fullscreen("eye_damage", /atom/movable/screen/fullscreen/impaired, 1)
//called once since we don't want to keep clearing the screen of eye damage for people who are below 20 damage
else if(damaged)
damaged = FALSE
C.clear_fullscreen("eye_damage")
return
#define OFFSET_X 1
#define OFFSET_Y 2
/// This proc generates a list of overlays that the eye should be displayed using for the given parent
/obj/item/organ/eyes/proc/generate_body_overlay(mob/living/carbon/human/parent)
if(!istype(parent) || parent.getorgan(/obj/item/organ/eyes) != src)
CRASH("Generating a body overlay for [src] targeting an invalid parent '[parent]'.")
var/obj/item/bodypart/head/head = parent.get_bodypart(BODY_ZONE_HEAD)
var/mutable_appearance/eye_overlay = mutable_appearance(head.eyes_icon, eye_icon_state, -BODY_LAYER)
var/list/overlays = list(eye_overlay)
if((EYECOLOR in parent.dna.species.species_traits))
eye_overlay.color = eye_color
if(head.eyes_static)
var/mutable_appearance/eyes_static_sprite = mutable_appearance(eye_overlay.icon, "[eye_overlay.icon_state]_static_[head.eyes_static]", eye_overlay.layer, appearance_flags = RESET_COLOR)
eye_overlay.add_overlay(eyes_static_sprite)
// Cry emote overlay
if(HAS_TRAIT(parent, TRAIT_CRYING)) // Caused by the *cry emote
var/mutable_appearance/tears_overlay = mutable_appearance(head.eyes_icon, "tears", -BODY_ADJ_LAYER)
tears_overlay.color = COLOR_DARK_CYAN
overlays += tears_overlay
if(OFFSET_FACE in parent.dna?.species.offset_features)
var/offset = parent.dna.species.offset_features[OFFSET_FACE]
for(var/mutable_appearance/overlay in overlays)
overlay.pixel_x += offset[OFFSET_X]
overlay.pixel_y += offset[OFFSET_Y]
return overlays
#undef OFFSET_X
#undef OFFSET_Y
#define NIGHTVISION_LIGHT_OFF 0
#define NIGHTVISION_LIGHT_LOW 1
#define NIGHTVISION_LIGHT_MID 2
#define NIGHTVISION_LIGHT_HIG 3
/obj/item/organ/eyes/night_vision
name = "shadow eyes"
desc = "A spooky set of eyes that can see in the dark."
actions_types = list(/datum/action/item_action/organ_action/use)
// These lists are used as the color cutoff for the eye
// They need to be filled out for subtypes
var/list/low_light_cutoff
var/list/medium_light_cutoff
var/list/high_light_cutoff
var/light_level = NIGHTVISION_LIGHT_OFF
/obj/item/organ/eyes/night_vision/Initialize(mapload)
. = ..()
if(length(low_light_cutoff) != 3 || length(medium_light_cutoff) != 3 || length(high_light_cutoff) != 3)
stack_trace("[type] did not have fully filled out color cutoff lists")
if(low_light_cutoff)
color_cutoffs = low_light_cutoff.Copy()
light_level = NIGHTVISION_LIGHT_LOW
/obj/item/organ/eyes/night_vision/ui_action_click()
sight_flags = initial(sight_flags)
switch(light_level)
if (NIGHTVISION_LIGHT_OFF)
color_cutoffs = low_light_cutoff.Copy()
light_level = NIGHTVISION_LIGHT_LOW
if (NIGHTVISION_LIGHT_LOW)
color_cutoffs = medium_light_cutoff.Copy()
light_level = NIGHTVISION_LIGHT_MID
if (NIGHTVISION_LIGHT_MID)
color_cutoffs = high_light_cutoff.Copy()
light_level = NIGHTVISION_LIGHT_HIG
else
color_cutoffs = null
light_level = NIGHTVISION_LIGHT_OFF
owner.update_sight()
#undef NIGHTVISION_LIGHT_OFF
#undef NIGHTVISION_LIGHT_LOW
#undef NIGHTVISION_LIGHT_MID
#undef NIGHTVISION_LIGHT_HIG
/obj/item/organ/eyes/night_vision/mushroom
name = "fung-eye"
desc = "While on the outside they look inert and dead, the eyes of mushroom people are actually very advanced."
low_light_cutoff = list(0, 15, 20)
medium_light_cutoff = list(0, 20, 35)
high_light_cutoff = list(0, 40, 50)
/obj/item/organ/eyes/zombie
name = "undead eyes"
desc = "Somewhat counterintuitively, these half-rotten eyes actually have superior vision to those of a living human."
color_cutoffs = list(25, 35, 5)
lighting_cutoff = LIGHTING_CUTOFF_HIGH
//innate nightvision eyes
/obj/item/organ/eyes/alien
name = "alien eyes"
desc = "It turned out they had them after all!"
sight_flags = SEE_MOBS
color_cutoffs = list(25, 5, 42)
lighting_cutoff = LIGHTING_CUTOFF_HIGH
/obj/item/organ/eyes/shadow
name = "burning red eyes"
desc = "Even without their shadowy owner, looking at these eyes gives you a sense of dread."
icon_state = "burning_eyes"
color_cutoffs = list(20, 10, 40)
lighting_cutoff = LIGHTING_CUTOFF_HIGH
///Robotic
/obj/item/organ/eyes/robotic
name = "robotic eyes"
icon_state = "cybernetic_eyeballs"
desc = "Your vision is augmented."
status = ORGAN_ROBOTIC
organ_flags = ORGAN_SYNTHETIC
compatible_biotypes = ALL_BIOTYPES
/obj/item/organ/eyes/robotic/emp_act(severity)
. = ..()
if(!owner || . & EMP_PROTECT_SELF)
return
var/obj/item/organ/eyes/eyes = owner.getorganslot(ORGAN_SLOT_EYES)
to_chat(owner, span_danger("your eyes overload and blind you!"))
owner.flash_act(override_blindness_check = 1)
owner.blind_eyes(5)
owner.adjust_eye_blur(8)
eyes.applyOrganDamage(20 / severity)
/obj/item/organ/eyes/robotic/xray
name = "\improper meson eyes"
desc = "These cybernetic eyes will give you meson-vision. Looks like it could withstand seeing a supermatter crystal!."
eye_color = "00FF00"
// We're gonna downshift green and blue a bit so darkness looks yellow
color_cutoffs = list(25, 8, 5)
sight_flags = SEE_TURFS
/obj/item/organ/eyes/robotic/xray/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE, initialising)
. = ..()
ADD_TRAIT(M, TRAIT_MESONS, src)
/obj/item/organ/eyes/robotic/xray/Remove(mob/living/carbon/M, special = 0)
. = ..()
REMOVE_TRAIT(M, TRAIT_MESONS, src)
/obj/item/organ/eyes/robotic/xray/syndicate
name = "\improper X-ray eyes"
desc = "These cybernetic eyes will give you true X-ray vision. Blinking is futile."
eye_color = "000"
sight_flags = SEE_MOBS | SEE_OBJS | SEE_TURFS
/obj/item/organ/eyes/robotic/thermals
name = "thermal eyes"
desc = "These cybernetic eye implants will give you thermal vision. Vertical slit pupil included."
eye_color = "FC0"
sight_flags = SEE_MOBS
// We're gonna downshift green and blue a bit so darkness looks yellow
color_cutoffs = list(25, 8, 5)
flash_protect = FLASH_PROTECTION_SENSITIVE
/obj/item/organ/eyes/robotic/flashlight
name = "flashlight eyes"
desc = "It's two flashlights rigged together with some wire. Why would you put these in someone's head?"
eye_color ="fee5a3"
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight_eyes"
flash_protect = 2
tint = INFINITY
var/obj/item/flashlight/eyelight/eye
/obj/item/organ/eyes/robotic/flashlight/emp_act(severity)
return
/obj/item/organ/eyes/robotic/flashlight/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE)
..()
if(!eye)
eye = new /obj/item/flashlight/eyelight()
eye.light_on = TRUE
eye.forceMove(M)
eye.update_brightness(M)
M.become_blind("flashlight_eyes")
/obj/item/organ/eyes/robotic/flashlight/Remove(mob/living/carbon/M, special = 0)
eye.light_on = FALSE
eye.update_brightness(M)
eye.forceMove(src)
M.cure_blind("flashlight_eyes")
..()
// Welding shield implant
/obj/item/organ/eyes/robotic/shield
name = "shielded robotic eyes"
desc = "These reactive micro-shields will protect you from welders and flashes without obscuring your vision."
flash_protect = FLASH_PROTECTION_WELDER
/obj/item/organ/eyes/robotic/shield/emp_act(severity)
return
#define RGB2EYECOLORSTRING(definitionvar) ("[copytext_char(definitionvar, 2, 3)][copytext_char(definitionvar, 4, 5)][copytext_char(definitionvar, 6, 7)]")
/obj/item/organ/eyes/robotic/glow
name = "High Luminosity Eyes"
desc = "Special glowing eyes, used by snowflakes who want to be special."
eye_color = "000"
actions_types = list(/datum/action/item_action/organ_action/use, /datum/action/item_action/organ_action/toggle)
var/current_color_string = "#ffffff"
var/active = FALSE
var/max_light_beam_distance = 5
var/light_beam_distance = 5
var/light_object_range = 2
var/light_object_power = 2
var/list/obj/effect/abstract/eye_lighting/eye_lighting
var/obj/effect/abstract/eye_lighting/on_mob
var/image/mob_overlay
var/datum/component/mobhook
/obj/item/organ/eyes/robotic/glow/Initialize(mapload)
. = ..()
mob_overlay = image('icons/mob/human_face.dmi', "eyes_glow_gs")
/obj/item/organ/eyes/robotic/glow/Destroy()
terminate_effects()
. = ..()
/obj/item/organ/eyes/robotic/glow/Remove(mob/living/carbon/M, special = FALSE)
terminate_effects()
. = ..()
/obj/item/organ/eyes/robotic/glow/proc/terminate_effects()
if(owner && active)
deactivate()
active = FALSE
clear_visuals(TRUE)
STOP_PROCESSING(SSfastprocess, src)
/obj/item/organ/eyes/robotic/glow/ui_action_click(owner, action)
if(istype(action, /datum/action/item_action/organ_action/toggle))
toggle_active()
else if(istype(action, /datum/action/item_action/organ_action/use))
prompt_for_controls(owner)
/obj/item/organ/eyes/robotic/glow/proc/toggle_active()
if(active)
deactivate()
else
activate()
/obj/item/organ/eyes/robotic/glow/proc/prompt_for_controls(mob/user)
var/C = input(owner, "Select Color", "Select color", "#ffffff") as color|null
if(!C || QDELETED(src) || QDELETED(user) || QDELETED(owner) || owner != user)
return
var/range = input(user, "Enter range (0 - [max_light_beam_distance])", "Range Select", 0) as null|num
set_distance(clamp(range, 0, max_light_beam_distance))
assume_rgb(C)
/obj/item/organ/eyes/robotic/glow/proc/assume_rgb(newcolor)
current_color_string = newcolor
eye_color = RGB2EYECOLORSTRING(current_color_string)
sync_light_effects()
cycle_mob_overlay()
if(!QDELETED(owner) && ishuman(owner)) //Other carbon mobs don't have eye color.
owner.dna.species.handle_body(owner)
/obj/item/organ/eyes/robotic/glow/proc/cycle_mob_overlay()
remove_mob_overlay()
mob_overlay.color = current_color_string
add_mob_overlay()
/obj/item/organ/eyes/robotic/glow/proc/add_mob_overlay()
if(!QDELETED(owner))
owner.add_overlay(mob_overlay)
/obj/item/organ/eyes/robotic/glow/proc/remove_mob_overlay()
if(!QDELETED(owner))
owner.cut_overlay(mob_overlay)
/obj/item/organ/eyes/robotic/glow/emp_act()
. = ..()
if(!active || . & EMP_PROTECT_SELF)
return
deactivate(silent = TRUE)
/obj/item/organ/eyes/robotic/glow/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE)
. = ..()
RegisterSignal(M, COMSIG_ATOM_DIR_CHANGE, PROC_REF(update_visuals))
/obj/item/organ/eyes/robotic/glow/Remove(mob/living/carbon/M, special = FALSE)
. = ..()
UnregisterSignal(M, COMSIG_ATOM_DIR_CHANGE)
/obj/item/organ/eyes/robotic/glow/Destroy()
QDEL_NULL(mobhook) // mobhook is not our component
return ..()
/obj/item/organ/eyes/robotic/glow/proc/activate(silent = FALSE)
if(!silent)
to_chat(owner, span_warning("Your [src] clicks and makes a whining noise, before shooting out a beam of light!"))
active = TRUE
start_visuals()
cycle_mob_overlay()
/obj/item/organ/eyes/robotic/glow/proc/deactivate(silent = FALSE)
if(!silent)
to_chat(owner, span_warning("Your [src] shuts off!"))
active = FALSE
clear_visuals()
remove_mob_overlay()
/obj/item/organ/eyes/robotic/glow/proc/update_visuals(datum/source, olddir, newdir)
if(!active)
return
if((LAZYLEN(eye_lighting) < light_beam_distance) || !on_mob)
regenerate_light_effects()
var/turf/scanfrom = get_turf(owner)
var/scandir = owner.dir
if (newdir && scandir != newdir) // COMSIG_ATOM_DIR_CHANGE happens before the dir change, but with a reference to the new direction.
scandir = newdir
if(!istype(scanfrom))
clear_visuals()
var/turf/scanning = scanfrom
var/stop = FALSE
on_mob.set_light_flags(on_mob.light_flags & ~LIGHT_ATTACHED)
on_mob.forceMove(scanning)
for(var/i in 1 to light_beam_distance)
scanning = get_step(scanning, scandir)
if(IS_OPAQUE_TURF(scanning))
stop = TRUE
var/obj/effect/abstract/eye_lighting/L = LAZYACCESS(eye_lighting, i)
if(stop)
L.forceMove(src)
else
L.forceMove(scanning)
/obj/item/organ/eyes/robotic/glow/proc/clear_visuals(delete_everything = FALSE)
if(delete_everything)
QDEL_LIST(eye_lighting)
QDEL_NULL(on_mob)
else
for(var/i in eye_lighting)
var/obj/effect/abstract/eye_lighting/L = i
L.forceMove(src)
if(!QDELETED(on_mob))
on_mob.set_light_flags(on_mob.light_flags | LIGHT_ATTACHED)
on_mob.forceMove(src)
/obj/item/organ/eyes/robotic/glow/proc/start_visuals()
if(!islist(eye_lighting))
regenerate_light_effects()
if((eye_lighting.len < light_beam_distance) || !on_mob)
regenerate_light_effects()
sync_light_effects()
update_visuals()
/obj/item/organ/eyes/robotic/glow/proc/set_distance(dist)
light_beam_distance = dist
regenerate_light_effects()
/obj/item/organ/eyes/robotic/glow/proc/regenerate_light_effects()
clear_visuals(TRUE)
on_mob = new (src, light_object_range, light_object_power, current_color_string, LIGHT_ATTACHED)
for(var/i in 1 to light_beam_distance)
LAZYADD(eye_lighting, new /obj/effect/abstract/eye_lighting(src, light_object_range, light_object_power, current_color_string))
sync_light_effects()
/obj/item/organ/eyes/robotic/glow/proc/sync_light_effects()
for(var/e in eye_lighting)
var/obj/effect/abstract/eye_lighting/eye_lighting = e
eye_lighting.set_light_color(current_color_string)
on_mob?.set_light_color(current_color_string)
/obj/effect/abstract/eye_lighting
light_system = MOVABLE_LIGHT
var/obj/item/organ/eyes/robotic/glow/parent
/obj/effect/abstract/eye_lighting/Initialize(mapload, light_object_range, light_object_power, current_color_string, light_flags)
. = ..()
parent = loc
if(!istype(parent))
stack_trace("/obj/effect/abstract/eye_lighting added to improper parent ([loc]). Deleting.")
return INITIALIZE_HINT_QDEL
if(!isnull(light_object_range))
set_light_range(light_object_range)
if(!isnull(light_object_power))
set_light_power(light_object_power)
if(!isnull(current_color_string))
set_light_color(current_color_string)
if(!isnull(light_flags))
set_light_flags(light_flags)
/obj/item/organ/eyes/robotic/synth
flash_protect = 2
/obj/item/organ/eyes/moth
name = "moth eyes"
desc = "These eyes can see just a little too well, light doesn't entirely agree with them."
flash_protect = -1
/obj/item/organ/eyes/snail
name = "snail eyes"
desc = "These eyes seem to have a large range, but might be cumbersome with glasses."
eye_icon_state = "snail_eyes"
icon_state = "snail_eyeballs"
/obj/item/organ/eyes/polysmorph
name = "polysmorph eyes"
desc = "Eyes from a polysmorph, better capable of sensing heat than other eyes."
actions_types = list(/datum/action/item_action/organ_action/use)
var/infrared = FALSE
/obj/item/organ/eyes/polysmorph/Remove(mob/living/carbon/M, special)
REMOVE_TRAIT(owner, TRAIT_INFRARED_VISION, type)
owner.update_sight()
. = ..()
/obj/item/organ/eyes/polysmorph/ui_action_click()
if(infrared)
REMOVE_TRAIT(owner, TRAIT_INFRARED_VISION, type)
else
ADD_TRAIT(owner, TRAIT_INFRARED_VISION, type)
owner.update_sight()
infrared = !infrared
/obj/item/organ/eyes/ethereal
name = "fractal eyes"
desc = "Crystalline eyes from an Ethereal. Seeing with them should feel like using a kaleidoscope, but somehow it isn't."
icon_state = "ethereal_eyes"
actions_types = list(/datum/action/item_action/organ_action/use)
///Color of the eyes, is set by the species on gain
var/ethereal_color = "#9c3030"
var/active = FALSE
/obj/item/organ/eyes/ethereal/Remove(mob/living/carbon/M, special)
. = ..()
M?.client?.view_size?.zoomIn()
/obj/item/organ/eyes/ethereal/Initialize(mapload)
. = ..()
add_atom_colour(ethereal_color, FIXED_COLOUR_PRIORITY)
/obj/item/organ/eyes/ethereal/ui_action_click()
var/client/dude = owner.client
if(!dude)
return
active=!active
if(active)
dude.view_size.zoomOut(2)
else
dude.view_size.zoomIn()