[2 lines] fix blinding (#9690)
* Adds blinding + blindfolds (#8688) * Adds blinding + blindfolds * Don't break examining lol * moment * fix toggle lights behavior * move checks around * Sloth review * Added a salvage funny * review * woops * Switch circle shader Co-authored-by: wrexbe <wrexbe@protonmail.com> * resolve merge conflict Co-authored-by: wrexbe <wrexbe@protonmail.com>
This commit is contained in:
@@ -74,6 +74,8 @@
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prob: 0.001
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- id: WeaponRevolverInspector
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prob: 0.001
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- id: ClothingShoesBootsMagBlinding
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prob: 0.001
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# - Skub
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- id: Skub
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prob: 0.001
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@@ -17,3 +17,4 @@
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ClothingUniformJumpsuitSecBlue: 3
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ClothingHeadsetSecurity: 3
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ClothingOuterWinterSec: 2
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ClothingEyesBlindfold: 1
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@@ -26,5 +26,6 @@
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Gohei: 2
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ClothingHeadPaperSack: 2
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ClothingHeadPaperSackSmile: 2
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ClothingEyesBlindfold: 1
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emaggedInventory:
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ClothingShoesBling: 1
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@@ -8,3 +8,18 @@
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sprite: Clothing/Eyes/Misc/eyepatch.rsi
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- type: Clothing
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sprite: Clothing/Eyes/Misc/eyepatch.rsi
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- type: entity
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parent: ClothingEyesBase
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id: ClothingEyesBlindfold
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name: blindfold
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description: The bind leading the blind.
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components:
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- type: Sprite
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sprite: Clothing/Eyes/Misc/blindfold.rsi
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- type: Clothing
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sprite: Clothing/Eyes/Misc/blindfold.rsi
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- type: Blindfold
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- type: Construction
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graph: Blindfold
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node: blindfold
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@@ -49,6 +49,20 @@
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- type: StaticPrice
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price: 750
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- type: entity
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parent: ClothingShoesBootsMag
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id: ClothingShoesBootsMagBlinding
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name: magboots of blinding speed
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description: These would look fetching on a fetcher like you.
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components:
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- type: ClothingSpeedModifier
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walkModifier: 2.5 #PVS isn't too much of an issue when you are blind...
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sprintModifier: 2.5
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enabled: false
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- type: StaticPrice
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price: 3000
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- type: Blindfold
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- type: entity
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parent: ClothingShoesBase
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id: ClothingShoesBootsMagSyndie
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@@ -103,5 +103,6 @@
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- WeaponFlareGun
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- Spear
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- LidSalami
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- ClothingEyesBlindfold
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chance: 0.6
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offset: 0.0
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@@ -82,6 +82,7 @@
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- PressureImmunity
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- Muted
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- type: DiseaseCarrier
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- type: Blindable
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# Other
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- type: Inventory
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- type: Clickable
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@@ -0,0 +1,13 @@
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- type: constructionGraph
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id: Blindfold
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start: start
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graph:
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- node: start
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edges:
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- to: blindfold
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steps:
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- material: Cloth
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amount: 3
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doAfter: 10
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- node: blindfold
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entity: ClothingEyesBlindfold
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@@ -47,3 +47,16 @@
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icon:
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sprite: Objects/Specific/Medical/medical.rsi
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state: gauze
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- type: construction
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name: blindfold
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id: blindfold
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graph: Blindfold
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startNode: start
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targetNode: blindfold
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category: Tools
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objectType: Item
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description: Better hope everyone turns a blind eye to you crafting this sussy item...
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icon:
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sprite: Clothing/Eyes/Misc/blindfold.rsi
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state: icon
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@@ -2,3 +2,8 @@
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id: Greyscale
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kind: source
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path: "/Textures/Shaders/greyscale.swsl"
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- type: shader
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id: GreyscaleFullscreen
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kind: source
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path: "/Textures/Shaders/greyscale_fullscreen.swsl"
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Binary file not shown.
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After Width: | Height: | Size: 347 B |
BIN
Resources/Textures/Clothing/Eyes/Misc/blindfold.rsi/icon.png
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BIN
Resources/Textures/Clothing/Eyes/Misc/blindfold.rsi/icon.png
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Binary file not shown.
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After Width: | Height: | Size: 269 B |
@@ -0,0 +1,18 @@
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{
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"version": 1,
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"license": "CC-BY-SA-3.0",
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"copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/40d89d11ea4a5cb81d61dc1018b46f4e7d32c62a",
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"size": {
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"x": 32,
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"y": 32
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},
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"states": [
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{
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"name": "icon"
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},
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{
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"name": "equipped-EYES",
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"directions": 4
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}
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]
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}
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9
Resources/Textures/Shaders/greyscale_fullscreen.swsl
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9
Resources/Textures/Shaders/greyscale_fullscreen.swsl
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@@ -0,0 +1,9 @@
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uniform sampler2D SCREEN_TEXTURE;
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void fragment() {
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highp vec4 color = zTextureSpec(SCREEN_TEXTURE, UV);
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highp float grey = dot(color.rgb, vec3(0.299, 0.587, 0.114));
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COLOR = vec4(vec3(grey), color.a);
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}
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