//Nearsightedness restricts your vision by several tiles. /datum/mutation/human/nearsight name = "Near Sightness" desc = "The holder of this mutation has poor eyesight." quality = MINOR_NEGATIVE text_gain_indication = "You can't see very well." /datum/mutation/human/nearsight/on_acquiring(mob/living/carbon/human/owner) if(..()) return owner.become_nearsighted(GENETIC_MUTATION) /datum/mutation/human/nearsight/on_losing(mob/living/carbon/human/owner) if(..()) return owner.cure_nearsighted(GENETIC_MUTATION) ///Blind makes you blind. Who knew? /datum/mutation/human/blind name = "Blindness" desc = "Renders the subject completely blind." quality = NEGATIVE text_gain_indication = "You can't seem to see anything." /datum/mutation/human/blind/on_acquiring(mob/living/carbon/human/owner) if(..()) return owner.become_blind(GENETIC_MUTATION) /datum/mutation/human/blind/on_losing(mob/living/carbon/human/owner) if(..()) return owner.cure_blind(GENETIC_MUTATION) ///Thermal Vision lets you see mobs through walls /datum/mutation/human/thermal name = "Thermal Vision" desc = "The user of this genome can visually percieve the unique human thermal signature." quality = POSITIVE difficulty = 18 text_gain_indication = "You can see the heat rising off of your skin..." time_coeff = 2 instability = 25 var/visionflag = TRAIT_THERMAL_VISION /datum/mutation/human/thermal/on_acquiring(mob/living/carbon/human/owner) if(..()) return ADD_TRAIT(owner, visionflag, GENETIC_MUTATION) owner.update_sight() /datum/mutation/human/thermal/on_losing(mob/living/carbon/human/owner) if(..()) return REMOVE_TRAIT(owner, visionflag, GENETIC_MUTATION) owner.update_sight() ///X-ray Vision lets you see through walls. /datum/mutation/human/thermal/x_ray name = "X Ray Vision" desc = "A strange genome that allows the user to see between the spaces of walls." //actual x-ray would mean you'd constantly be blasting rads, wich might be fun for later //hmb text_gain_indication = "The walls suddenly disappear!" instability = 35 locked = TRUE visionflag = TRAIT_XRAY_VISION ///Laser Eyes lets you shoot lasers from your eyes! /datum/mutation/human/laser_eyes name = "Laser Eyes" desc = "Reflects concentrated light back from the eyes." quality = POSITIVE locked = TRUE difficulty = 16 text_gain_indication = "You feel pressure building up behind your eyes." layer_used = FRONT_MUTATIONS_LAYER limb_req = BODY_ZONE_HEAD /datum/mutation/human/laser_eyes/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut) ..() if(!(type in visual_indicators)) visual_indicators[type] = list(mutable_appearance('icons/effects/genetics.dmi', "lasereyes", -FRONT_MUTATIONS_LAYER)) /datum/mutation/human/laser_eyes/on_acquiring(mob/living/carbon/human/H) . = ..() if(.) return RegisterSignal(H, COMSIG_MOB_ATTACK_RANGED, .proc/on_ranged_attack) /datum/mutation/human/laser_eyes/on_losing(mob/living/carbon/human/H) . = ..() if(.) return UnregisterSignal(H, COMSIG_MOB_ATTACK_RANGED) /datum/mutation/human/laser_eyes/get_visual_indicator() return visual_indicators[type][1] ///Triggers on COMSIG_MOB_ATTACK_RANGED. Does the projectile shooting. /datum/mutation/human/laser_eyes/proc/on_ranged_attack(mob/living/carbon/human/source, atom/target, mouseparams) if(source.a_intent != INTENT_HARM) return to_chat(source, "You shoot with your laser eyes!") source.changeNext_move(CLICK_CD_RANGE) source.newtonian_move(get_dir(target, source)) var/obj/projectile/beam/laser_eyes/LE = new(source.loc) LE.firer = source LE.def_zone = ran_zone(source.zone_selected) LE.preparePixelProjectile(target, source, mouseparams) LE.fire() playsound(source, 'sound/weapons/taser2.ogg', 75, TRUE) ///Projectile type used by laser eyes /obj/projectile/beam/laser_eyes name = "beam" icon = 'icons/effects/genetics.dmi' icon_state = "eyelasers"