/tg/ Station 13 - Modules - TypesVar Details - Proc Details

eyes

Vars

blink_animationDo these eyes have blinking animations
color_cutoffsList of color cutoffs from eyes, or null if not applicable
damagedindication that the eyes are undergoing some negative effect
flash_protectHow much innare flash protection these eyes have, usually paired with tint
iris_overlaysDo these eyes have iris overlays
lighting_cutoffHow much darkness to cut out of your view (basically, night vision)
native_fovNative FOV that will be applied if a config is enabled
no_glassesGlasses cannot be worn over these eyes. Currently unused
overlay_ignore_lightingchanges how the eyes overlay is applied, makes it apply over the lighting layer
pepperspray_protectAre these eyes immune to pepperspray?
scarringScarring on this organ
see_invisibleWhat level of invisibility these eyes can see
sight_flagsSight flags this eye pair imparts on its user.
synchronized_blinkingShould our blinking be synchronized or can separate eyes have (slightly) separate blinking times
tintHow much innate tint these eyes have

Procs

animate_eyelidAnimates one eyelid at a time, thanks BYOND and thanks animation chains
apply_damaged_eye_effectsApplies effects to our owner based on how damaged our eyes are
generate_body_overlayThis proc generates a list of overlays that the eye should be displayed using for the given parent
get_status_appendixSimilar to get_status_text, but appends the text after the damage report, for additional status info
on_face_washWhen our owner washes their face. The idea that spessmen wash their eyeballs is highly disturbing but this is the easiest way to get rid of cursed crayon eye coloring
refreshRefreshes the visuals of the eyes If call_update is TRUE, we also will call update_body
refresh_atom_color_overridesAdds eye color overrides to our owner from our atom color
setup_eyelidsModifies eye overlays to also act as eyelids, both for blinking and for when you're knocked out cold

Var Details

Do these eyes have blinking animations

color_cutoffs

List of color cutoffs from eyes, or null if not applicable

damaged

indication that the eyes are undergoing some negative effect

flash_protect

How much innare flash protection these eyes have, usually paired with tint

iris_overlays

Do these eyes have iris overlays

lighting_cutoff

How much darkness to cut out of your view (basically, night vision)

native_fov

Native FOV that will be applied if a config is enabled

no_glasses

Glasses cannot be worn over these eyes. Currently unused

overlay_ignore_lighting

changes how the eyes overlay is applied, makes it apply over the lighting layer

pepperspray_protect

Are these eyes immune to pepperspray?

scarring

Scarring on this organ

see_invisible

What level of invisibility these eyes can see

sight_flags

Sight flags this eye pair imparts on its user.

synchronized_blinking

Should our blinking be synchronized or can separate eyes have (slightly) separate blinking times

tint

How much innate tint these eyes have

Proc Details

animate_eyelid

Animates one eyelid at a time, thanks BYOND and thanks animation chains

apply_damaged_eye_effects

Applies effects to our owner based on how damaged our eyes are

generate_body_overlay

This proc generates a list of overlays that the eye should be displayed using for the given parent

get_status_appendix

Similar to get_status_text, but appends the text after the damage report, for additional status info

on_face_wash

When our owner washes their face. The idea that spessmen wash their eyeballs is highly disturbing but this is the easiest way to get rid of cursed crayon eye coloring

refresh

Refreshes the visuals of the eyes If call_update is TRUE, we also will call update_body

refresh_atom_color_overrides

Adds eye color overrides to our owner from our atom color

setup_eyelids

Modifies eye overlays to also act as eyelids, both for blinking and for when you're knocked out cold