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[MDB IGNORE] Grayscale sofas (#71539)
## About The Pull Request Ports some sofa sprites from over at https://github.com/BeeStation/BeeStation-Hornet/pull/7547 and makes them grayscale. Also random tool colours now use defines.   ## Why It's Good For The Game Gives us the opportunity to make different coloured couches more easily. ## Changelog 🆑 Tattle, PestoVerde322 imageadd: couches are now grayscale code: random tool colours now use defines /🆑 Co-authored-by: tattle <article.disaster@gmail.com>
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@@ -35,13 +35,13 @@
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var/random_color = TRUE
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/// List of possible random colors
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var/static/list/screwdriver_colors = list(
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"blue" = "#1861d5",
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"red" = "#ff0000",
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"pink" = "#d5188d",
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"brown" = "#a05212",
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"green" = "#0e7f1b",
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"cyan" = "#18a2d5",
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"yellow" = "#ffa500"
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COLOR_TOOL_BLUE,
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COLOR_TOOL_RED,
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COLOR_TOOL_PINK,
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COLOR_TOOL_BROWN,
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COLOR_TOOL_GREEN,
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COLOR_TOOL_CYAN,
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COLOR_TOOL_YELLOW,
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)
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/obj/item/screwdriver/suicide_act(mob/living/user)
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@@ -50,8 +50,7 @@
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/obj/item/screwdriver/Initialize(mapload)
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if(random_color)
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var/our_color = pick(screwdriver_colors)
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set_greyscale(colors=list(screwdriver_colors[our_color]))
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set_greyscale(colors = list(pick(screwdriver_colors)))
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. = ..()
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AddElement(/datum/element/eyestab)
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AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
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@@ -33,19 +33,18 @@
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var/random_color = TRUE
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/// List of possible random colors
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var/static/list/wirecutter_colors = list(
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"blue" = "#1861d5",
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"red" = "#951710",
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"pink" = "#d5188d",
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"brown" = "#a05212",
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"green" = "#0e7f1b",
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"cyan" = "#18a2d5",
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"yellow" = "#d58c18"
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COLOR_TOOL_BLUE,
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COLOR_TOOL_RED,
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COLOR_TOOL_PINK,
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COLOR_TOOL_BROWN,
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COLOR_TOOL_GREEN,
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COLOR_TOOL_CYAN,
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COLOR_TOOL_YELLOW,
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)
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/obj/item/wirecutters/Initialize(mapload)
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if(random_color)
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var/our_color = pick(wirecutter_colors)
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set_greyscale(colors=list(wirecutter_colors[our_color]))
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set_greyscale(colors = list(pick(wirecutter_colors)))
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AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
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