eyes
Vars | |
blink_animation | 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 |
Procs | |
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 |
Var Details
blink_animation
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