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 |
| 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 |
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 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 |
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
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