/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
old_eye_color_leftThe color of the previous left eye before this one was inserted
old_eye_color_rightThe color of the previous right eye before this one was inserted
overlay_ignore_lightingchanges how the eyes overlay is applied, makes it apply over the lighting layer
pepperspray_protectAre these eyes immune to pepperspray?
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 displays on the given head
get_eyelid_overlaysModifies eye overlays to also act as eyelids, both for blinking and for when you're knocked out cold
get_status_appendixSimilar to get_status_text, but appends the text after the damage report, for additional status info
refreshRefreshes the visuals of the eyes If call_update is TRUE, we also will call update_body
update_eyelidsUpdates eyelid state on signal

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

old_eye_color_left

The color of the previous left eye before this one was inserted

old_eye_color_right

The color of the previous right eye before this one was inserted

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?

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 displays on the given head

get_eyelid_overlays

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

get_status_appendix

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

refresh

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

update_eyelids

Updates eyelid state on signal