rejuvenate support for eye damage (#12164)
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@@ -27,13 +27,13 @@ namespace Content.Server.Eye.Blinding.EyeProtection
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if (!component.Toggled)
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return;
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if (!TryComp<StatusEffectsComponent>(args.User, out var status) || !TryComp<BlindableComponent>(args.User, out var blindable))
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if (!HasComp<StatusEffectsComponent>(args.User) || !TryComp<BlindableComponent>(args.User, out var blindable))
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return;
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if (blindable.Sources > 0)
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return;
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float statusTime = (float) component.StatusEffectTime.TotalSeconds - blindable.BlindResistance;
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var statusTime = (float) component.StatusEffectTime.TotalSeconds - blindable.BlindResistance;
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if (statusTime <= 0)
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return;
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@@ -41,7 +41,7 @@ namespace Content.Server.Eye.Blinding.EyeProtection
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var statusTimeSpan = TimeSpan.FromSeconds(statusTime * (blindable.EyeDamage + 1));
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// Add permanent eye damage if they had zero protection, also scale their temporary blindness by how much they already accumulated.
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if (_statusEffectsSystem.TryAddStatusEffect(args.User, SharedBlindingSystem.BlindingStatusEffect, statusTimeSpan, false, "TemporaryBlindness") && blindable.BlindResistance <= 0)
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_blindingSystem.AdjustEyeDamage(args.User, true, blindable);
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_blindingSystem.AdjustEyeDamage(args.User, 1, blindable);
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}
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private void OnWelderToggled(EntityUid uid, RequiresEyeProtectionComponent component, WelderToggledEvent args)
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{
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