[MIRROR] Refactor removing unused defines. (#26998)

* Refactor removing unused defines. (#82115)

Refactors a lot of the unused defines.

Refactors a lot of the unused defines.

Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>

* Oh well. I hope this works fine.

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
This commit is contained in:
SkyratBot
2024-04-03 03:39:46 +02:00
committed by GitHub
parent 8d7689c0cc
commit 37bc259bb0
154 changed files with 288 additions and 389 deletions
-1
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@@ -111,7 +111,6 @@
#define ORGAN_SLOT_EXTERNAL_HORNS "horns"
#define ORGAN_SLOT_EXTERNAL_WINGS "wings"
#define ORGAN_SLOT_EXTERNAL_ANTENNAE "antennae"
#define ORGAN_SLOT_EXTERNAL_BODYMARKINGS "bodymarkings"
#define ORGAN_SLOT_EXTERNAL_POD_HAIR "pod_hair"
/// Xenomorph organ slots
-2
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@@ -6,8 +6,6 @@
#define BB_NEXT_HUNGRY "BB_NEXT_HUNGRY"
///what we're going to eat next
#define BB_FOOD_TARGET "bb_food_target"
///Path we should use next time we use the JPS movement datum
#define BB_PATH_TO_USE "BB_path_to_use"
///How close a mob must be for us to select it as a target, if that is less than how far we can maintain it as a target
#define BB_AGGRO_RANGE "BB_aggro_range"
///are we hungry? determined by the udder compnent
-2
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@@ -15,8 +15,6 @@
#define BB_RADIO_CHANNEL "radio_channel"
///list of unreachable things we will temporarily ignore
#define BB_TEMPORARY_IGNORE_LIST "temporary_ignore_list"
///Last thing we attempted to reach
#define BB_LAST_ATTEMPTED_PATHING "last_attempted_pathing"
// medbot keys
///the patient we must heal
+2 -2
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@@ -39,14 +39,14 @@
#define COLOR_ETHIOPIA_RED "#DA121A"
#define COLOR_UNION_JACK_RED "#C8102E"
#define COLOR_MEDIUM_DARK_RED "#CC0000"
#define COLOR_PINK_RED "EF3340"
#define COLOR_PINK_RED "#EF3340"
#define COLOR_SYNDIE_RED "#F10303"
#define COLOR_SYNDIE_RED_HEAD "#760500"
#define COLOR_MOSTLY_PURE_RED "#FF3300"
#define COLOR_DARK_RED "#A50824"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_FIRE_LIGHT_RED "#B61C1C"
#define COLOR_MAROON "#800000"
#define COLOR_FIRE_LIGHT_RED "#B61C1C"
#define COLOR_SECURITY_RED "#CB0000"
#define COLOR_VIVID_RED "#FF3232"
#define COLOR_LIGHT_GRAYISH_RED "#E4C7C5"
-1
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@@ -274,7 +274,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define GRENADE_CLUMSY_FUMBLE 1
#define GRENADE_NONCLUMSY_FUMBLE 2
#define GRENADE_NO_FUMBLE 3
#define BODY_ZONE_HEAD "head"
#define BODY_ZONE_CHEST "chest"
-1
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@@ -32,7 +32,6 @@
//Mecha cooldowns
#define COOLDOWN_MECHA_MESSAGE "mecha_message"
#define COOLDOWN_MECHA_EQUIPMENT(type) ("mecha_equip_[type]")
#define COOLDOWN_MECHA_ARMOR "mecha_armor"
#define COOLDOWN_MECHA_MELEE_ATTACK "mecha_melee"
#define COOLDOWN_MECHA_SMOKE "mecha_smoke"
#define COOLDOWN_MECHA_SKYFALL "mecha_skyfall"
+6 -9
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@@ -1,13 +1,12 @@
//rune colors, for easy reference
#define RUNE_COLOR_TALISMAN "#0000FF"
#define RUNE_COLOR_TELEPORT "#551A8B"
#define RUNE_COLOR_OFFER "#FFFFFF"
#define RUNE_COLOR_TALISMAN COLOR_BLUE
#define RUNE_COLOR_TELEPORT COLOR_DARK_PURPLE
#define RUNE_COLOR_OFFER COLOR_WHITE
#define RUNE_COLOR_DARKRED "#7D1717"
#define RUNE_COLOR_MEDIUMRED "#C80000"
#define RUNE_COLOR_BURNTORANGE "#CC5500"
#define RUNE_COLOR_RED "#FF0000"
#define RUNE_COLOR_EMP "#4D94FF"
#define RUNE_COLOR_SUMMON "#00FF00"
#define RUNE_COLOR_RED COLOR_RED
#define RUNE_COLOR_SUMMON COLOR_VIBRANT_LIME
//blood magic
#define MAX_BLOODCHARGE 4
@@ -22,11 +21,9 @@
#define IRON_TO_CONSTRUCT_SHELL_CONVERSION 50
//screen locations
#define DEFAULT_BLOODSPELLS "6:-29,4:-2"
#define DEFAULT_BLOODTIP "14:6,14:27"
#define DEFAULT_TOOLTIP "6:-29,5:-2"
//misc
#define SOULS_TO_REVIVE 3
#define BLOODCULT_EYE "#FF0000"
#define BLOODCULT_EYE COLOR_RED
//soulstone & construct themes
#define THEME_CULT "cult"
#define THEME_WIZARD "wizard"
-1
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@@ -1,4 +1,3 @@
#define DISEASE_LIMIT 1
#define VIRUS_SYMPTOM_LIMIT 6
-3
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@@ -63,9 +63,6 @@
#define CIV_JOB_ATMOS 13
#define CIV_JOB_RANDOM 14
//By how much should the station's inflation value be multiplied by when dividing the civilian bounty's reward?
#define BOUNTY_MULTIPLIER 10
//These defines are to be used to with the payment component, determines which lines will be used during a transaction. If in doubt, go with clinical.
#define PAYMENT_CLINICAL "clinical"
#define PAYMENT_FRIENDLY "friendly"
-7
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@@ -1,10 +1,3 @@
//A set of defines to be sent by fire alarms. The signals are sent to the alarm's area, but are read and used by the firelocks of the area, and are used for mass changes in fire detection.
///Sent when a fire alarm is emagged
#define FIRE_DETECT_EMAG "fire_detect_emag"
///Sent when the fire detection of an area is disabled
#define FIRE_DETECT_STOP "fire_detect_stop"
///Sent when the fire detection of an area is enabled
#define FIRE_DETECT_START "fire_detect_start"
///Designates a fire lock should be closed due to HEAT
#define FIRELOCK_ALARM_TYPE_HOT "firelock_alarm_type_hot"
///Designates a fire lock should be closed due to COLD
-3
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@@ -1,3 +0,0 @@
///Tools that can harvest wood that DONT have the TOOL_SAW flag; TOOL_SAW can harvest regardless of being in this list (Dont put them in here)
#define FLORA_HARVEST_WOOD_TOOLS list(/obj/item/hatchet, /obj/item/fireaxe, /obj/item/kinetic_crusher, /obj/item/melee/energy/axe)
#define FLORA_HARVEST_STONE_TOOLS list(/obj/item/pickaxe)
-4
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@@ -18,7 +18,3 @@
// Font metrics bitfield
/// Include leading A width and trailing C width in GetWidth() or in DrawText()
#define INCLUDE_AC (1<<0)
DEFINE_BITFIELD(font_flags, list(
"INCLUDE_AC" = INCLUDE_AC,
))
+1 -6
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@@ -103,6 +103,7 @@ DEFINE_BITFIELD(foodtypes, list(
#define DRINK_GOOD 3
#define DRINK_VERYGOOD 4
#define DRINK_FANTASTIC 5
#define FOOD_AMAZING 6
#define RACE_DRINK 7 // SKYRAT ADDITION
@@ -184,20 +185,16 @@ DEFINE_BITFIELD(food_flags, list(
#define STOP_SERVING_BREAKFAST (35 MINUTES) // SKYRAT EDIT - ORIGINAL: 15 MINUTES
#define FOOD_MEAT_NORMAL 5
#define FOOD_MEAT_HUMAN 50
#define FOOD_MEAT_MUTANT 100
#define FOOD_MEAT_MUTANT_RARE 200
#define IS_EDIBLE(O) (O.GetComponent(/datum/component/edible))
///Food trash flags
#define FOOD_TRASH_POPABLE (1<<0)
#define FOOD_TRASH_OPENABLE (1<<1)
///Food preference enums
#define FOOD_LIKED 1
#define FOOD_DISLIKED 2
@@ -207,8 +204,6 @@ DEFINE_BITFIELD(food_flags, list(
///Venue reagent requirement
#define VENUE_BAR_MINIMUM_REAGENTS 10
///***Food price classes***
///Foods that are meant to have no value, such as lollypops from medborgs.
#define FOOD_PRICE_WORTHLESS 0
+2 -2
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@@ -38,14 +38,13 @@
#define STEP_SOUND_PRIORITY "step_sound_priority"
/*
Below is how the following lists are defined
id = list(
list(sounds),
base volume,
extra range addition
)
*/
GLOBAL_LIST_INIT(footstep, list(
@@ -102,6 +101,7 @@ GLOBAL_LIST_INIT(footstep, list(
'sound/effects/footstep/catwalk4.ogg',
'sound/effects/footstep/catwalk5.ogg'), 100, 1),
))
//bare footsteps lists
GLOBAL_LIST_INIT(barefootstep, list(
FOOTSTEP_WOOD_BAREFOOT = list(list(
-3
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@@ -2,11 +2,8 @@
#define GEN_NUM "num"
#define GEN_VECTOR "vector"
#define GEN_BOX "box"
#define GEN_COLOR "color"
#define GEN_CIRCLE "circle"
#define GEN_SPHERE "sphere"
#define GEN_SQUARE "square"
#define GEN_CUBE "cube"
///particle editor var modifiers
#define P_DATA_GENERATOR "generator"
-7
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@@ -110,12 +110,6 @@
#define ui_living_pull "EAST-1:28,CENTER-3:15"
#define ui_living_healthdoll "EAST-1:28,CENTER-1:15"
//Monkeys
#define ui_monkey_head "CENTER-5:13,SOUTH:5"
#define ui_monkey_mask "CENTER-4:14,SOUTH:5"
#define ui_monkey_neck "CENTER-3:15,SOUTH:5"
#define ui_monkey_back "CENTER-2:16,SOUTH:5"
//Drones
#define ui_drone_drop "CENTER+1:18,SOUTH:5"
#define ui_drone_pull "CENTER+1.5:2,SOUTH:5"
@@ -171,7 +165,6 @@
#define ui_ai_add_multicam "BOTTOM+1:6,LEFT"
#define ui_ai_take_picture "BOTTOM+2:6,LEFT"
//pAI
#define ui_pai_software "SOUTH:6,WEST"
#define ui_pai_shell "SOUTH:6,WEST+1"
-2
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@@ -174,8 +174,6 @@ DEFINE_BITFIELD(smoothing_junction, list(
#define SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM S_OBJ(24) ///turf/closed/indestructible/opsglass, /obj/structure/window/reinforced/plasma/plastitanium
#define SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE S_OBJ(25) ///obj/structure/window/reinforced/shuttle
#define SMOOTH_GROUP_WINDOW_DIRECTIONAL_TRAM S_OBJ(26) ///obj/structure/tram
#define SMOOTH_GROUP_LATTICE S_OBJ(31) ///obj/structure/lattice
#define SMOOTH_GROUP_CATWALK S_OBJ(32) ///obj/structure/lattice/catwalk
-1
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@@ -22,7 +22,6 @@
// Only ever goes away when dismissed directly.
#define LANGUAGE_ABSORB "absorb"
#define LANGUAGE_APHASIA "aphasia"
#define LANGUAGE_CTF "ctf"
#define LANGUAGE_CULTIST "cultist"
#define LANGUAGE_CURATOR "curator"
#define LANGUAGE_GLAND "gland"
-5
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@@ -174,7 +174,6 @@
#define DOOR_HELPER_LAYER 2.72 //keep this above DOOR_ACCESS_HELPER_LAYER and OPEN_DOOR_LAYER since the others tend to have tiny sprites that tend to be covered up.
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define GATEWAY_UNDERLAY_LAYER 2.85
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
@@ -240,7 +239,6 @@
/// Stuff that needs to draw above everything else on this plane
#define LIGHTING_ABOVE_ALL 20
//---------- EMISSIVES -------------
//Layering order of these is not particularly meaningful.
//Important part is the seperation of the planes for control via plane_master
@@ -281,9 +279,6 @@
/// Layer for light overlays
#define LIGHT_DEBUG_LAYER 6
#define LOBBY_BACKGROUND_LAYER 3
#define LOBBY_BUTTON_LAYER 4
///Layer for lobby menu collapse button
#define LOBBY_BELOW_MENU_LAYER 2
///Layer for lobby menu background image and main buttons (Join/Ready, Observe, Charater Prefs)
-8
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@@ -18,16 +18,8 @@
/// Does this light ignore inherent offsets? (Pixels, transforms, etc)
#define LIGHT_IGNORE_OFFSET (1<<2)
// Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
/// frequency, in 1/10ths of a second, of the lighting process
#define LIGHTING_INTERVAL 5
#define MINIMUM_USEFUL_LIGHT_RANGE 1.5 // SKYRAT EDIT CHANGE - Original value 1.4
/// type of falloff to use for lighting; 1 for circular, 2 for square
#define LIGHTING_FALLOFF 1
/// use lambertian shading for light sources
#define LIGHTING_LAMBERTIAN 0
/// light UNDER the floor. primarily used for starlight, shouldn't fuck with this
#define LIGHTING_HEIGHT_SPACE -0.5
/// light ON the floor
-2
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@@ -25,7 +25,6 @@
#define INVESTIGATE_RADIATION "radiation"
#define INVESTIGATE_RECORDS "records"
#define INVESTIGATE_RESEARCH "research"
#define INVESTIGATE_TRANSPORT "transport"
#define INVESTIGATE_WIRES "wires"
// Logging types for log_message()
@@ -60,7 +59,6 @@
#define INDIVIDUAL_EMOTE_LOG (LOG_EMOTE | LOG_RADIO_EMOTE)
#define INDIVIDUAL_COMMS_LOG (LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS)
#define INDIVIDUAL_OOC_LOG (LOG_OOC | LOG_ADMIN)
#define INDIVIDUAL_OWNERSHIP_LOG (LOG_OWNERSHIP)
#define INDIVIDUAL_SHOW_ALL_LOG (LOG_ATTACK | LOG_SAY | LOG_WHISPER | LOG_EMOTE | LOG_RADIO_EMOTE | LOG_DSAY | LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS | LOG_OOC | LOG_ADMIN | LOG_OWNERSHIP | LOG_GAME | LOG_ADMIN_PRIVATE | LOG_ASAY | LOG_MECHA | LOG_VIRUS | LOG_SHUTTLE | LOG_ECON | LOG_VICTIM | LOG_SPEECH_INDICATORS)
#define LOGSRC_CKEY "Ckey"
+1 -5
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@@ -21,7 +21,6 @@
#define DYNAMIC_TO_STATIC_CHANNEL(dyn_channel) (dyn_channel + (AREA_USAGE_STATIC_START - AREA_USAGE_DYNAMIC_START))
#define STATIC_TO_DYNAMIC_CHANNEL(static_channel) (static_channel - (AREA_USAGE_STATIC_START - AREA_USAGE_DYNAMIC_START))
//Power use
#define NO_POWER_USE 0
#define IDLE_POWER_USE 1
@@ -52,6 +51,7 @@
#define BYPASS_DOOR_CHECKS 2
//used in design to specify which machine can build it
//Note: More than one of these can be added to a design but imprinter and lathe designs are incompatable.
#define IMPRINTER (1<<0) //For circuits. Uses glass/chemicals.
#define PROTOLATHE (1<<1) //New stuff. Uses various minerals
#define AUTOLATHE (1<<2) //Prints basic designs without research
@@ -65,15 +65,11 @@
#define AWAY_IMPRINTER (1<<9)
/// For wiremod/integrated circuits. Uses various minerals.
#define COMPONENT_PRINTER (1<<10)
//Note: More than one of these can be added to a design but imprinter and lathe designs are incompatable.
// SKYRAT EDIT ADDITION
/// Can be made by the orderable colony fabricator
#define COLONY_FABRICATOR (1<<11)
// SKYRAT EDIT END
#define FIREDOOR_OPEN 1
#define FIREDOOR_CLOSED 2
#define HYPERTORUS_INACTIVE 0 // No or minimal energy
#define HYPERTORUS_NOMINAL 1 // Normal operation
#define HYPERTORUS_WARNING 2 // Integrity damaged
-5
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@@ -161,7 +161,6 @@ Always compile, always use that verb, and always make sure that it works for wha
#define RESERVED_TURF_TYPE /turf/open/space/basic //What the turf is when not being used
//Ruin Generation
#define PLACEMENT_TRIES 100 //How many times we try to fit the ruin somewhere until giving up (really should just swap to some packing algo)
#define PLACE_DEFAULT "random"
@@ -175,10 +174,6 @@ Always compile, always use that verb, and always make sure that it works for wha
#define DEFAULT_SPACE_RUIN_LEVELS 7
#define DEFAULT_SPACE_EMPTY_LEVELS 1
#define PERLIN_LAYER_HEIGHT "perlin_height"
#define PERLIN_LAYER_HUMIDITY "perlin_humidity"
#define PERLIN_LAYER_HEAT "perlin_heat"
#define BIOME_LOW_HEAT "low_heat"
#define BIOME_LOWMEDIUM_HEAT "lowmedium_heat"
#define BIOME_HIGHMEDIUM_HEAT "highmedium_heat"
-1
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@@ -16,7 +16,6 @@
#define NUM_E 2.71828183
#define PI 3.1416
#define INFINITY 1e31 //closer then enough
-24
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@@ -72,11 +72,6 @@
#define RESPIRATION_N2 (1 << 1)
#define RESPIRATION_PLASMA (1 << 2)
#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human/bodyparts_greyscale.dmi'
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
#define MONKEY_BODYPART "monkey"
#define ALIEN_BODYPART "alien"
#define LARVA_BODYPART "larva"
//Bodytype defines for surgery, and other misc things.
///The limb is organic.
@@ -238,14 +233,6 @@
#define SCREWYHUD_DEAD 2
#define SCREWYHUD_HEALTHY 3
//Health doll screws for human mobs
#define SCREWYDOLL_HEAD /obj/item/bodypart/head
#define SCREWYDOLL_CHEST /obj/item/bodypart/chest
#define SCREWYDOLL_L_ARM /obj/item/bodypart/arm/left
#define SCREWYDOLL_R_ARM /obj/item/bodypart/arm/right
#define SCREWYDOLL_L_LEG /obj/item/bodypart/leg/left
#define SCREWYDOLL_R_LEG /obj/item/bodypart/leg/right
//Threshold levels for beauty for humans
#define BEAUTY_LEVEL_HORRID -66
#define BEAUTY_LEVEL_BAD -33
@@ -427,14 +414,6 @@
#define COOLDOWN_UPDATE_ADD_RANGED "add_ranged"
#define COOLDOWN_UPDATE_SET_ENRAGE "set_enrage"
#define COOLDOWN_UPDATE_ADD_ENRAGE "add_enrage"
#define COOLDOWN_UPDATE_SET_SPAWN "set_spawn"
#define COOLDOWN_UPDATE_ADD_SPAWN "add_spawn"
#define COOLDOWN_UPDATE_SET_HELP "set_help"
#define COOLDOWN_UPDATE_ADD_HELP "add_help"
#define COOLDOWN_UPDATE_SET_DASH "set_dash"
#define COOLDOWN_UPDATE_ADD_DASH "add_dash"
#define COOLDOWN_UPDATE_SET_TRANSFORM "set_transform"
#define COOLDOWN_UPDATE_ADD_TRANSFORM "add_transform"
#define COOLDOWN_UPDATE_SET_CHASER "set_chaser"
#define COOLDOWN_UPDATE_ADD_CHASER "add_chaser"
#define COOLDOWN_UPDATE_SET_ARENA "set_arena"
@@ -469,7 +448,6 @@
#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
#define POCKET_STRIP_DELAY (4 SECONDS) //time taken to search somebody's pockets
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
@@ -572,8 +550,6 @@
#define RECENT_EXAMINE_MAX_WINDOW (2 SECONDS)
/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
#define EXAMINE_MORE_WINDOW (1 SECONDS)
/// If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!
#define EYE_CONTACT_WINDOW (2 SECONDS)
/// If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!
#define YAWN_PROPAGATION_EXAMINE_WINDOW (2 SECONDS)
+1 -1
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@@ -181,7 +181,7 @@
/// Colours used for effects.
#define SUPERMATTER_COLOUR "#ffd04f"
#define SUPERMATTER_RED "#aa2c16"
#define SUPERMATTER_CASCADE_COLOUR "#333333"
#define SUPERMATTER_CASCADE_COLOUR COLOR_ALMOST_BLACK
#define SUPERMATTER_TESLA_COLOUR "#00ffff"
#define SUPERMATTER_SINGULARITY_RAYS_COLOUR "#750000"
#define SUPERMATTER_SINGULARITY_LIGHT_COLOUR "#400060"
-6
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@@ -64,9 +64,6 @@
/// Turf has superlube on the floor and mobs will slip even if they are crawling
#define TURF_WET_SUPERLUBE (1<<4)
/// Checks if a turf is wet
#define IS_WET_OPEN_TURF(O) O.GetComponent(/datum/component/wet_floor)
/// Maximum amount of time, (in deciseconds) a tile can be wet for.
#define MAXIMUM_WET_TIME (5 MINUTES)
@@ -85,9 +82,6 @@
*/
#define get_area(A) (isarea(A) ? A : get_step(A, 0)?.loc)
#define TEMPORARY_THERMAL_CONDUCTIVITY 1
#define MAX_TEMPORARY_THERMAL_CONDUCTIVITY 1
/// Turf will be passable if density is 0
#define TURF_PATHING_PASS_DENSITY 0
/// Turf will be passable depending on [CanAStarPass] return value
+1 -1
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@@ -48,7 +48,7 @@
return rgb(255 - color[1], 255 - color[2], 255 - color[3])
///Flash a color on the passed mob
/proc/flash_color(mob_or_client, flash_color="#960000", flash_time=20)
/proc/flash_color(mob_or_client, flash_color=COLOR_CULT_RED, flash_time=20)
var/mob/flashed_mob
if(ismob(mob_or_client))
flashed_mob = mob_or_client
+6 -6
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@@ -35,7 +35,7 @@ icon/MinColors(icon)
icon/MaxColors(icon)
The icon is blended with a second icon where the maximum of each RGB pixel is the result.
Opacity may increase, as if the icons were blended with ICON_OR. You may supply a color in place of an icon.
icon/Opaque(background = "#000000")
icon/Opaque(background = COLOR_BLACK)
All alpha values are set to 255 throughout the icon. Transparent pixels become black, or whatever background color you specify.
icon/BecomeAlphaMask()
You can convert a simple grayscale icon into an alpha mask to use with other icons very easily with this proc.
@@ -242,8 +242,8 @@ world
else
// solid color
new_icon = new(src)
new_icon.Blend("#000000", ICON_OVERLAY)
new_icon.SwapColor("#000000", null)
new_icon.Blend(COLOR_BLACK, ICON_OVERLAY)
new_icon.SwapColor(COLOR_BLACK, null)
new_icon.Blend(icon, ICON_OVERLAY)
var/icon/blend_icon = new(src)
blend_icon.Opaque()
@@ -251,7 +251,7 @@ world
Blend(new_icon, ICON_OR)
// make this icon fully opaque--transparent pixels become black
/icon/proc/Opaque(background = "#000000")
/icon/proc/Opaque(background = COLOR_BLACK)
SwapColor(null, background)
MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,0, 0,0,0,1)
@@ -282,7 +282,7 @@ world
/// Converts a list storing hsva into an rgb color
/proc/hsv2rgb(hsv)
if(length(hsv) < 3)
return "#000000"
return COLOR_BLACK
if(length(hsv) == 3)
return rgb(hsv[1], hsv[2], hsv[3], space = COLORSPACE_HSV)
return rgb(hsv[1], hsv[2], hsv[3], hsv[4], space = COLORSPACE_HSV)
@@ -372,7 +372,7 @@ world
var/tone_gray = TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11
if(gray <= tone_gray)
return BlendRGB("#000000", tone, gray/(tone_gray || 1))
return BlendRGB(COLOR_BLACK, tone, gray/(tone_gray || 1))
else
return BlendRGB(tone, "#ffffff", (gray-tone_gray)/((255-tone_gray) || 1))
+2 -2
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@@ -12,7 +12,7 @@
/proc/random_eye_color()
switch(pick(20;"brown",20;"hazel",20;"grey",15;"blue",15;"green",1;"amber",1;"albino"))
if("brown")
return "#663300"
return COLOR_BROWNER_BROWN
if("hazel")
return "#554422"
if("grey")
@@ -26,7 +26,7 @@
if("albino")
return "#" + pick("cc","dd","ee","ff") + pick("00","11","22","33","44","55","66","77","88","99") + pick("00","11","22","33","44","55","66","77","88","99")
else
return "#000000"
return COLOR_BLACK
/proc/random_underwear(gender)
if(!GLOB.underwear_list.len)
+1 -1
View File
@@ -187,7 +187,7 @@
icon_state = "flash"
plane = SPLASHSCREEN_PLANE
layer = CINEMATIC_LAYER
color = "#000000"
color = COLOR_BLACK
show_when_dead = TRUE
/atom/movable/screen/fullscreen/lighting_backdrop
@@ -312,7 +312,7 @@
// Has a nice effect, makes thing stand out
color = list(1.2,0,0,0, 0,1.2,0,0, 0,0,1.2,0, 0,0,0,1, 0,0,0,0)
// This serves a similar purpose, I want the pipes to pop
add_filter("pipe_dropshadow", 1, drop_shadow_filter(x = -1, y= -1, size = 1, color = "#0000007A"))
add_filter("pipe_dropshadow", 1, drop_shadow_filter(x = -1, y= -1, size = 1, color = COLOR_HALF_TRANSPARENT_BLACK))
mirror_parent_hidden()
/atom/movable/screen/plane_master/camera_static
+1 -1
View File
@@ -217,7 +217,7 @@
item_overlay.alpha = 92
if(!holding.mob_can_equip(user, slot_id, disable_warning = TRUE, bypass_equip_delay_self = TRUE))
item_overlay.color = "#FF0000"
item_overlay.color = COLOR_RED
else
item_overlay.color = "#00ff00"
+1 -1
View File
@@ -34,7 +34,7 @@
return FALSE
var/obj/effect/temp_visual/decoy/DA = new /obj/effect/temp_visual/decoy(owner.loc, owner)
DA.color = "#FF0000"
DA.color = COLOR_RED
var/oldtransform = DA.transform
DA.transform = matrix()*2
animate(DA, alpha = 255, color = initial(DA.color), transform = oldtransform, time = 3)
+1 -1
View File
@@ -104,7 +104,7 @@
return
new /obj/effect/temp_visual/dragon_swoop/bubblegum(target_turf)
var/obj/effect/temp_visual/decoy/D = new /obj/effect/temp_visual/decoy(charger.loc, charger)
animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 3)
animate(D, alpha = 0, color = COLOR_RED, transform = matrix()*2, time = 3)
/datum/action/cooldown/mob_cooldown/charge/proc/on_move(atom/source, atom/new_loc)
SIGNAL_HANDLER
+1 -1
View File
@@ -193,7 +193,7 @@
plane = GAME_PLANE
pixel_x = -32
pixel_y = -32
color = "#FF0000"
color = COLOR_RED
duration = 10
/obj/effect/temp_visual/dragon_flight
+1 -1
View File
@@ -86,7 +86,7 @@ GLOBAL_LIST_INIT(total_uf_len_by_block, populate_total_uf_len_by_block())
var/datum/species/species = new /datum/species/human
/// Assoc list of feature keys to their value
/// Note if you set these manually, and do not update [unique_features] afterwards, it will likely be reset.
var/list/features = list("mcolor" = "#FFFFFF")
var/list/features = list("mcolor" = COLOR_WHITE)
///Stores the hashed values of the person's non-human features
var/unique_features
///Stores the real name of the person who originally got this dna datum. Used primarely for changelings,
+1 -1
View File
@@ -133,7 +133,7 @@
ridable_atom.AddElement(/datum/element/ridable, component_type = riding_component_type, potion_boost = TRUE)
to_chat(user, span_notice("You slather the red gunk over [ridable_atom], making it faster."))
ridable_atom.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
ridable_atom.add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY)
ridable_atom.add_atom_colour(COLOR_RED, FIXED_COLOUR_PRIORITY)
qdel(speed_potion)
return SPEED_POTION_STOP
+1 -1
View File
@@ -163,7 +163,7 @@
/datum/id_trim/centcom/ert/chaplain
assignment = JOB_ERT_CHAPLAIN
trim_state = "trim_chaplain"
subdepartment_color = "#58C800"
subdepartment_color = COLOR_SERVICE_LIME
sechud_icon_state = SECHUD_RELIGIOUS_RESPONSE_OFFICER
/datum/id_trim/centcom/ert/chaplain/New()
+1 -1
View File
@@ -327,7 +327,7 @@
name = "carp gloves"
desc = "This gloves are capable of making people use The Sleeping Carp."
icon_state = "black"
greyscale_colors = "#000000"
greyscale_colors = COLOR_BLACK
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
+2 -2
View File
@@ -481,8 +481,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/snow
name = "snow"
desc = "There's no business like snow business."
color = "#FFFFFF"
greyscale_colors = "#FFFFFF"
color = COLOR_WHITE
greyscale_colors = COLOR_WHITE
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/snow
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
+1 -1
View File
@@ -26,7 +26,7 @@
return
owner.add_traits(mutation_traits, GENETIC_MUTATION)
for(var/obj/item/bodypart/part as anything in owner.bodyparts)
part.variable_color = "#00aa00"
part.variable_color = COLOR_DARK_LIME
owner.update_body_parts()
owner.add_mood_event("hulk", /datum/mood_event/hulk)
RegisterSignal(owner, COMSIG_LIVING_EARLY_UNARMED_ATTACK, PROC_REF(on_attack_hand))
@@ -1,6 +1,6 @@
#define GOLIATH_ORGAN_COLOR "#875652"
#define GOLIATH_SCLERA_COLOR "#ac0f32"
#define GOLIATH_PUPIL_COLOR "#FF0000"
#define GOLIATH_PUPIL_COLOR COLOR_RED
#define GOLIATH_COLORS GOLIATH_ORGAN_COLOR + GOLIATH_SCLERA_COLOR + GOLIATH_PUPIL_COLOR
///bonus of the goliath: you can swim through space!
@@ -21,8 +21,8 @@
greyscale_config = /datum/greyscale_config/mutant_organ
greyscale_colors = GOLIATH_COLORS
eye_color_left = "#FF0000"
eye_color_right = "#FF0000"
eye_color_left = COLOR_RED
eye_color_right = COLOR_RED
low_light_cutoff = list(15, 0, 8)
medium_light_cutoff = list(35, 15, 25)
@@ -1,6 +1,6 @@
#define GONDOLA_ORGAN_COLOR "#7a503d"
#define GONDOLA_SCLERA_COLOR "#000000"
#define GONDOLA_PUPIL_COLOR "#000000"
#define GONDOLA_SCLERA_COLOR COLOR_BLACK
#define GONDOLA_PUPIL_COLOR COLOR_BLACK
#define GONDOLA_COLORS GONDOLA_ORGAN_COLOR + GONDOLA_SCLERA_COLOR + GONDOLA_PUPIL_COLOR
/*
@@ -1,6 +1,6 @@
#define RAT_ORGAN_COLOR "#646464"
#define RAT_SCLERA_COLOR "#f0e055"
#define RAT_PUPIL_COLOR "#000000"
#define RAT_PUPIL_COLOR COLOR_BLACK
#define RAT_COLORS RAT_ORGAN_COLOR + RAT_SCLERA_COLOR + RAT_PUPIL_COLOR
///bonus of the rat: you can ventcrawl!
@@ -16,8 +16,8 @@
name = "mutated rat-eyes"
desc = "Rat DNA infused into what was once a normal pair of eyes."
flash_protect = FLASH_PROTECTION_HYPER_SENSITIVE
eye_color_left = "#000000"
eye_color_right = "#000000"
eye_color_left = COLOR_BLACK
eye_color_right = COLOR_BLACK
icon = 'icons/obj/medical/organs/infuser_organs.dmi'
icon_state = "eyes"
+1 -1
View File
@@ -2338,7 +2338,7 @@
var/atom/throwtarget
throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(L, src)))
SEND_SOUND(L, sound(pick('sound/hallucinations/turn_around1.ogg','sound/hallucinations/turn_around2.ogg'),0,1,50))
flash_color(L, flash_color="#960000", flash_time=20)
flash_color(L, flash_color=COLOR_CULT_RED, flash_time=20)
L.Paralyze(40)
L.throw_at(throwtarget, 5, 1)
return FALSE
+1 -1
View File
@@ -317,7 +317,7 @@
transfer_fingerprints_to(debris)
/obj/machinery/door/window/narsie_act()
add_atom_colour("#7D1919", FIXED_COLOUR_PRIORITY)
add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
/obj/machinery/door/window/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return (exposed_temperature > T0C + (reinf ? 1600 : 800))
+1 -1
View File
@@ -94,7 +94,7 @@
/obj/structure/emergency_shield/cult/weak
name = "Invoker's Shield"
desc = "A weak shield summoned by cultists to protect them while they carry out delicate rituals."
color = "#FF0000"
color = COLOR_RED
max_integrity = 20
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = ABOVE_MOB_LAYER
@@ -338,7 +338,7 @@
name = "Space"
icon = 'icons/effects/effects.dmi'
icon_state = "blessed"
window_colour = "#000000"
window_colour = COLOR_BLACK
material = /datum/material/glass
replace_floors = list(/turf/open/floor/fakespace = 1)
replace_walls = /turf/closed/wall/rock/porous
+1 -1
View File
@@ -9,7 +9,7 @@
flags_1 = ALLOW_DARK_PAINTS_1
var/do_icon_rotate = TRUE
var/rotation = 0
var/paint_colour = "#FFFFFF"
var/paint_colour = COLOR_WHITE
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
@@ -354,7 +354,7 @@
icon_state = "siding_thinplating_end"
/obj/effect/turf_decal/siding/thinplating/light
color = "#FFFFFF"
color = COLOR_WHITE
/obj/effect/turf_decal/siding/thinplating/light/corner
icon_state = "siding_thinplating_corner"
@@ -393,7 +393,7 @@
icon_state = "siding_wideplating_end"
/obj/effect/turf_decal/siding/wideplating/light
color = "#FFFFFF"
color = COLOR_WHITE
/obj/effect/turf_decal/siding/wideplating/light/corner
icon_state = "siding_wideplating_corner"
@@ -140,7 +140,7 @@ TILE_DECAL_SUBTYPE_HELPER(/obj/effect/turf_decal/tile/dark)
/// Date-specific tiles
/obj/effect/turf_decal/tile/holiday
name = "ERROR tile decal"
color = "#FF0000"
color = COLOR_RED
/obj/effect/turf_decal/tile/holiday/Initialize(mapload)
color = request_holiday_colors(src, pattern)
@@ -257,7 +257,7 @@ TILE_DECAL_SUBTYPE_HELPER(/obj/effect/turf_decal/tile/holiday/random)
/// White trimlines
/obj/effect/turf_decal/trimline/white
color = "#FFFFFF"
color = COLOR_WHITE
TRIMLINE_SUBTYPE_HELPER(/obj/effect/turf_decal/trimline/white)
@@ -235,7 +235,7 @@
/// Green smoke that makes you cough.
/obj/effect/particle_effect/fluid/smoke/bad/green
name = "green smoke"
color = "#00FF00"
color = COLOR_VIBRANT_LIME
opacity = FALSE
/// A factory which produces green smoke that makes you cough.
@@ -2,7 +2,7 @@
name = "costume spawner"
icon = 'icons/hud/screen_gen.dmi'
icon_state = "x2"
color = "#00FF00"
color = COLOR_VIBRANT_LIME
var/list/items
+2 -2
View File
@@ -10,7 +10,7 @@
/obj/item/poster/wanted
icon_state = "rolled_poster_legit"
var/postHeaderText = "WANTED" // MAX 7 Characters
var/postHeaderColor = "#FF0000"
var/postHeaderColor = COLOR_RED
var/background = "wanted_background"
var/postName = "wanted poster"
var/postDesc = "A wanted poster for"
@@ -19,7 +19,7 @@
postName = "missing poster"
postDesc = "A missing poster for"
postHeaderText = "MISSING" // MAX 7 Characters
postHeaderColor = "#0000FF"
postHeaderColor = COLOR_BLUE
/obj/item/poster/wanted/Initialize(mapload, icon/person_icon, wanted_name, description, headerText, posterHeaderColor)
@@ -166,7 +166,7 @@
name = "ai default lawset spawner"
icon = 'icons/hud/screen_gen.dmi'
icon_state = "x2"
color = "#00FF00"
color = COLOR_VIBRANT_LIME
/obj/effect/spawner/round_default_module/Initialize(mapload)
. = ..()
+5 -5
View File
@@ -1729,7 +1729,7 @@
///An icon state used as trim.
var/scribbled_trim
///The colors for each of the above variables, for when overlays are updated.
var/details_colors = list("#000000", "#000000", "#000000")
var/details_colors = list(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK)
/obj/item/card/cardboard/equipped(mob/user, slot, initial = FALSE)
. = ..()
@@ -1775,14 +1775,14 @@
return
scribbled_name = input_name
var/list/details = item.get_writing_implement_details()
details_colors[INDEX_NAME_COLOR] = details["color"] || "#000000"
details_colors[INDEX_NAME_COLOR] = details["color"] || COLOR_BLACK
if("Assignment")
var/input_assignment = tgui_input_text(user, "What assignment would you like to put on this card?", "Cardboard card job ssignment", scribbled_assignment || "Assistant", MAX_NAME_LEN)
if(!after_input_check(user, item, input_assignment, scribbled_assignment))
return
scribbled_assignment = sanitize(input_assignment)
var/list/details = item.get_writing_implement_details()
details_colors[INDEX_ASSIGNMENT_COLOR] = details["color"] || "#000000"
details_colors[INDEX_ASSIGNMENT_COLOR] = details["color"] || COLOR_BLACK
if("Trim")
var/static/list/possible_trims
if(!possible_trims)
@@ -1797,12 +1797,12 @@
return
scribbled_trim = "cardboard_[input_trim]"
var/list/details = item.get_writing_implement_details()
details_colors[INDEX_TRIM_COLOR] = details["color"] || "#000000"
details_colors[INDEX_TRIM_COLOR] = details["color"] || COLOR_BLACK
if("Reset")
scribbled_name = null
scribbled_assignment = null
scribbled_trim = null
details_colors = list("#000000", "#000000", "#000000")
details_colors = list(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK)
update_appearance()
+4 -4
View File
@@ -43,7 +43,7 @@
/// Crayon overlay to use if placed into a crayon box
var/crayon_color = "red"
/// Current paint colour
var/paint_color = "#FF0000"
var/paint_color = COLOR_RED
/// Contains chosen symbol to draw
var/drawtype
@@ -809,7 +809,7 @@
if(pre_noise || post_noise)
playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 5)
if(can_change_colour)
set_painting_tool_color("#C0C0C0")
set_painting_tool_color(COLOR_SILVER)
update_appearance()
if(actually_paints)
H.update_lips("spray_face", paint_color)
@@ -1013,7 +1013,7 @@
expose_turfs = TRUE
charges = 100
reagent_contents = list(/datum/reagent/clf3 = 1)
paint_color = "#000000"
paint_color = COLOR_BLACK
/obj/item/toy/crayon/spraycan/hellcan/isValidSurface(surface)
return isfloorturf(surface)
@@ -1042,7 +1042,7 @@
overlay_paint_colour = FALSE
can_change_colour = FALSE
paint_color = "#FFFFFF" //RGB
paint_color = COLOR_WHITE //RGB
pre_noise = FALSE
post_noise = FALSE
+1 -1
View File
@@ -67,7 +67,7 @@
if(20 to 49)
overlay_color = "#358F34"
if(50 to 99)
overlay_color = "#676767"
overlay_color = COLOR_SLIME_METAL
if(100 to 199)
overlay_color = "#009D9B"
if(200 to 499)
@@ -4,7 +4,7 @@
icon = 'icons/obj/devices/tool.dmi'
icon_state = "quantum_keycard_gags"
greyscale_config = /datum/greyscale_config/quantum_keycard
greyscale_colors = "#FFFFFF"
greyscale_colors = COLOR_WHITE
inhand_icon_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
@@ -87,7 +87,7 @@
/obj/item/paper/fluff/nerddocs
name = "Espionage For Dummies"
color = "#FFFF00"
color = COLOR_YELLOW
desc = "An eye gougingly yellow pamphlet with a badly designed image of a detective on it. the subtext says \" The Latest way to violate privacy guidelines!\" "
default_raw_text = @{"
+1 -1
View File
@@ -136,7 +136,7 @@
if(!do_after(user, CARP_MIX_DNA_TIMER))
return
var/mob/living/basic/space_dragon/new_dragon = user.change_mob_type(/mob/living/basic/space_dragon, location = loc, delete_old_mob = TRUE)
new_dragon.add_filter("anger_glow", 3, list("type" = "outline", "color" = "#ff330030", "size" = 5))
new_dragon.add_filter("anger_glow", 3, list("type" = "outline", "color" = COLOR_CARP_RIFT_RED, "size" = 5))
new_dragon.add_movespeed_modifier(/datum/movespeed_modifier/dragon_rage)
priority_announce("A large organic energy flux has been recorded near of [station_name()], please stand-by.", "Lifesign Alert")
qdel(src)
+1 -1
View File
@@ -39,7 +39,7 @@
tastes = list("meat" = 1)
foodtypes = MEAT | RAW
///Legacy code, handles the coloring of the overlay of the cutlets made from this.
var/slab_color = "#FF0000"
var/slab_color = COLOR_RED
/obj/item/food/meat/slab/Initialize(mapload)
+1 -1
View File
@@ -470,7 +470,7 @@
greyscale_config_inhand_left = /datum/greyscale_config/cleric_mace_lefthand
greyscale_config_inhand_right = /datum/greyscale_config/cleric_mace_righthand
greyscale_config_worn = /datum/greyscale_config/cleric_mace
greyscale_colors = "#FFFFFF"
greyscale_colors = COLOR_WHITE
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_GREYSCALE | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color.
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //Defaults to an Iron Mace.
+1 -1
View File
@@ -524,7 +524,7 @@
generated_lizard_color = "#66ff33"
// Set our greyscale colors to the lizard color we made + black eyes
set_greyscale(colors = list(generated_lizard_color, "#000000"))
set_greyscale(colors = list(generated_lizard_color, COLOR_BLACK))
// Preset lizard plushie that uses the original lizard plush green. (Or close to it)
/obj/item/toy/plush/lizard_plushie/green
+2 -2
View File
@@ -29,9 +29,9 @@
//If colors are too dark, set to original colors
if(base_hsv[3] < 50)
generated_base_color = "#00FF00"
generated_base_color = COLOR_VIBRANT_LIME
if(ribbon_hsv[3] < 50)
generated_ribbon_color = "#FF0000"
generated_ribbon_color = COLOR_RED
//Set layers to these colors, base then ribbon
set_greyscale(colors = list(generated_base_color, generated_ribbon_color))
@@ -29,7 +29,7 @@
name = "explosive shellballs"
singular_name = "explosive shellball"
desc = "An explosive anti-materiel and counter-battery projectile cannonball. Makes great work out of any wall, for easy entrances."
color = "#FF0000"
color = COLOR_RED
merge_type = /obj/item/stack/cannonball/shellball
projectile_type = /obj/projectile/bullet/cannonball/explosive
+1 -1
View File
@@ -54,6 +54,6 @@
desc = "An tenuously thin energy shield only capable of holding in air, but not solid objects or people."
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old" // We should probably get these their own icon at some point
light_color = "#6496FA"
light_color = LIGHT_COLOR_BLUE
light_range = 4
+1 -1
View File
@@ -272,7 +272,7 @@ GLOBAL_LIST_INIT(mystery_box_extended, list(
/obj/mystery_box_item/proc/present_item()
var/obj/item/selected_item = selected_path
add_filter("ready_outline", 2, list("type" = "outline", "color" = "#FBFF23", "size" = 0.2))
add_filter("ready_outline", 2, list("type" = "outline", "color" = COLOR_VIVID_YELLOW, "size" = 0.2))
name = initial(selected_item.name)
parent_box.present_weapon()
claimable = TRUE
+1 -1
View File
@@ -377,7 +377,7 @@ GLOBAL_DATUM(everyone_an_antag, /datum/everyone_is_an_antag_controller)
"playersonly" = list("desc" = "Only spawn ghost-controlled mobs", "type" = "boolean", "value" = "No"),
"ghostpoll" = list("desc" = "Ghost poll question", "type" = "string", "value" = "Do you want to play as %TYPE% portal invader?"),
"delay" = list("desc" = "Time between portals, in deciseconds", "type" = "number", "value" = 50),
"color" = list("desc" = "Portal color", "type" = "color", "value" = "#00FF00"),
"color" = list("desc" = "Portal color", "type" = "color", "value" = COLOR_VIBRANT_LIME),
"playlightning" = list("desc" = "Play lightning sounds on announcement", "type" = "boolean", "value" = "Yes"),
"announce_players" = list("desc" = "Make an announcement", "type" = "boolean", "value" = "Yes"),
"announcement" = list("desc" = "Announcement", "type" = "string", "value" = "Massive bluespace anomaly detected en route to %STATION%. Brace for impact."),
@@ -27,7 +27,7 @@
/datum/reagent/blob
name = "Unknown"
description = "shouldn't exist and you should adminhelp immediately."
color = "#FFFFFF"
color = COLOR_WHITE
taste_description = "bad code and slime"
chemical_flags = NONE
penetrates_skin = NONE
+2 -2
View File
@@ -494,7 +494,7 @@
name = "Shackling Aura"
desc = "Will start handcuffing a victim on contact, and mute them if successful."
invocation = "In'totum Lig'abis!"
color = "#000000" // black
color = COLOR_BLACK // black
/obj/item/melee/blood_magic/shackles/afterattack(atom/target, mob/living/carbon/user, proximity)
if(IS_CULTIST(user) && iscarbon(target) && proximity)
@@ -544,7 +544,7 @@
name = "Twisting Aura"
desc = "Corrupts certain metalic objects on contact."
invocation = "Ethra p'ni dedol!"
color = "#000000" // black
color = COLOR_BLACK // black
var/channeling = FALSE
/obj/item/melee/blood_magic/construction/examine(mob/user)
+2 -2
View File
@@ -42,13 +42,13 @@
var/datum/action/innate/cult/blood_magic/magic = new(owner)
magic.Grant(current)
current.log_message("has been converted to the cult of Nar'Sie!", LOG_ATTACK, color="#960000")
current.log_message("has been converted to the cult of Nar'Sie!", LOG_ATTACK, color=COLOR_CULT_RED)
/datum/antagonist/cult/on_removal()
if(!silent)
owner.current.visible_message(span_deconversion_message("[owner.current] looks like [owner.current.p_theyve()] just reverted to [owner.current.p_their()] old faith!"), ignored_mobs = owner.current)
to_chat(owner.current, span_userdanger("An unfamiliar white light flashes through your mind, cleansing the taint of the Geometer and all your memories as her servant."))
owner.current.log_message("has renounced the cult of Nar'Sie!", LOG_ATTACK, color="#960000")
owner.current.log_message("has renounced the cult of Nar'Sie!", LOG_ATTACK, color=COLOR_CULT_RED)
if(vote_ability)
QDEL_NULL(vote_ability)
@@ -36,14 +36,14 @@
if(visualsOnly)
return
equipped_on.fully_replace_character_name(null, "Waldo")
equipped_on.eye_color_left = "#000000"
equipped_on.eye_color_right = "#000000"
equipped_on.eye_color_left = COLOR_BLACK
equipped_on.eye_color_right = COLOR_BLACK
equipped_on.gender = MALE
equipped_on.skin_tone = "caucasian3"
equipped_on.hairstyle = "Business Hair 3"
equipped_on.facial_hairstyle = "Shaved"
equipped_on.hair_color = "#000000"
equipped_on.facial_hair_color = "#000000"
equipped_on.hair_color = COLOR_BLACK
equipped_on.facial_hair_color = COLOR_BLACK
equipped_on.update_body(is_creating = TRUE)
var/list/no_drops = list()
@@ -73,7 +73,7 @@
if(has_crit)
return
has_crit = TRUE
add_filter("crit_glow", 3, list("type" = "outline", "color" = "#ff330030", "size" = 5))
add_filter("crit_glow", 3, list("type" = "outline", "color" = COLOR_CARP_RIFT_RED, "size" = 5))
if(ismob(loc))
loc.balloon_alert(loc, "critical strike ready")
@@ -68,7 +68,7 @@
icon_state = "demon_heart-on"
base_icon_state = "demon_heart"
visual = TRUE
color = "#1C1C1C"
color = COLOR_CRAYON_BLACK
decay_factor = 0
/// How many life ticks in the dark the owner has been dead for. Used for nightmare respawns.
var/respawn_progress = 0
@@ -104,7 +104,7 @@
user.visible_message(span_suicide("[user] is going delta! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(src, 'sound/machines/alarm.ogg', 50, -1, TRUE)
for(var/i in 1 to 100)
addtimer(CALLBACK(user, TYPE_PROC_REF(/atom, add_atom_colour), (i % 2)? "#00FF00" : "#FF0000", ADMIN_COLOUR_PRIORITY), i)
addtimer(CALLBACK(user, TYPE_PROC_REF(/atom, add_atom_colour), (i % 2)? COLOR_VIBRANT_LIME : COLOR_RED, ADMIN_COLOUR_PRIORITY), i)
addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), 101)
return MANUAL_SUICIDE
@@ -334,7 +334,7 @@
/// Handles rev removal via IC methods such as borging, mindshielding, blunt force trauma to the head or revs losing.
/datum/antagonist/rev/proc/remove_revolutionary(deconverter)
owner.current.log_message("has been deconverted from the revolution by [ismob(deconverter) ? key_name(deconverter) : deconverter]!", LOG_ATTACK, color="#960000")
owner.current.log_message("has been deconverted from the revolution by [ismob(deconverter) ? key_name(deconverter) : deconverter]!", LOG_ATTACK, color=COLOR_CULT_RED)
if(deconverter == DECONVERTER_BORGED)
message_admins("[ADMIN_LOOKUPFLW(owner.current)] has been borged while being a [name]")
owner.special_role = null
@@ -196,7 +196,7 @@
*/
/datum/antagonist/space_dragon/proc/permanant_empower()
owner.current.fully_heal()
owner.current.add_filter("anger_glow", 3, list("type" = "outline", "color" = "#ff330030", "size" = 5))
owner.current.add_filter("anger_glow", 3, list("type" = "outline", "color" = COLOR_CARP_RIFT_RED, "size" = 5))
owner.current.add_movespeed_modifier(/datum/movespeed_modifier/dragon_rage)
/**
@@ -207,7 +207,7 @@
*/
/datum/antagonist/space_dragon/proc/rift_empower()
owner.current.fully_heal()
owner.current.add_filter("anger_glow", 3, list("type" = "outline", "color" = "#ff330030", "size" = 5))
owner.current.add_filter("anger_glow", 3, list("type" = "outline", "color" = COLOR_CARP_RIFT_RED, "size" = 5))
owner.current.add_movespeed_modifier(/datum/movespeed_modifier/dragon_rage)
addtimer(CALLBACK(src, PROC_REF(rift_depower)), 30 SECONDS)
+1 -1
View File
@@ -830,7 +830,7 @@
righthand_file = 'icons/mob/inhands/equipment/palette_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
///Chosen paint color
var/current_color = "#000000"
var/current_color = COLOR_BLACK
/obj/item/paint_palette/Initialize(mapload)
. = ..()
+1 -1
View File
@@ -38,7 +38,7 @@
var/icon/I = icon(icon_file, icon_state, SOUTH)
var/c = initial(item.color)
if (!isnull(c) && c != "#FFFFFF")
if (!isnull(c) && c != COLOR_WHITE)
I.Blend(c, ICON_MULTIPLY)
var/imgid = replacetext(replacetext("[item]", "/obj/item/", ""), "/", "-")
@@ -97,7 +97,7 @@
purchaseable = TRUE
base_value = 0.2
desc = "What the fuck is carbon dioxide?"
primary_color = "#808080"
primary_color = COLOR_GRAY
/datum/gas/plasma
id = GAS_PLASMA
@@ -134,7 +134,7 @@
rarity = 50
base_value = 2.5
desc = "The most noble gas of them all. High quantities of hyper-noblium actively prevents reactions from occuring."
primary_color = "#008080"
primary_color = COLOR_TEAL
/datum/gas/nitrous_oxide
id = GAS_N2O
@@ -208,7 +208,7 @@
rarity = 250
base_value = 1
desc = "Not necessarily a gas, miasma refers to biological pollutants found in the atmosphere."
primary_color = "#808000"
primary_color = COLOR_OLIVE
/datum/gas/freon
id = GAS_FREON
@@ -280,7 +280,7 @@
rarity = 300
base_value = 4
desc = "A potent fire supressant. Removes oxygen from high temperature fires and cools down the area"
primary_color = "#800080"
primary_color = COLOR_PURPLE
/datum/gas/helium
id = GAS_HELIUM
@@ -303,7 +303,7 @@
rarity = 1
base_value = 10
desc = "We still don't know what it does, but it sells for a lot."
primary_color = "#800000"
primary_color = COLOR_MAROON
/obj/effect/overlay/gas
icon = 'icons/effects/atmospherics.dmi'
@@ -356,12 +356,12 @@
current_color = BlendHSV(current_color, gas_color, gas_weight / current_weight)
if(!current_color)
current_color = "#000000"
current_color = COLOR_BLACK
else
// Empty weight is prety much arbitrary, just tuned to make the color change from black reasonably quickly without hitting max color immediately
var/empty_weight = (air.volume * 1.5 - current_weight) / 10
if(empty_weight > 0)
current_color = BlendHSV("#000000", current_color, current_weight / (empty_weight + current_weight))
current_color = BlendHSV(COLOR_BLACK, current_color, current_weight / (empty_weight + current_weight))
if(gasmix_color != current_color)
gasmix_color = current_color
@@ -18,7 +18,7 @@
var/spawn_mol = MOLES_CELLSTANDARD * 5
var/max_ext_mol = INFINITY
var/max_ext_kpa = 6500
var/overlay_color = "#FFFFFF"
var/overlay_color = COLOR_WHITE
var/active = TRUE
var/power_draw = 0
var/power_draw_static = 2000
@@ -161,7 +161,7 @@
/obj/machinery/atmospherics/miner/plasma
name = "\improper Plasma Gas Miner"
overlay_color = "#FF0000"
overlay_color = COLOR_RED
spawn_id = /datum/gas/plasma
/obj/machinery/atmospherics/miner/carbon_dioxide
@@ -2,7 +2,7 @@
/mob/living/carbon/human/proc/set_service_style()
var/static/list/approved_hair_colors = list(
"#4B3D28",
"#000000",
COLOR_BLACK,
"#8D4A43",
"#D2B48C",
)
+2 -2
View File
@@ -200,7 +200,7 @@
var/icon/door_masker = new(icon, door) //The door shape we want to 'cut out' of the decal
door_masker.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 1,1,1,0, 0,0,0,1)
door_masker.SwapColor("#ffffffff", null)
door_masker.Blend("#000000", ICON_SUBTRACT)
door_masker.Blend(COLOR_BLACK, ICON_SUBTRACT)
masked_decal.Blend(door_masker, ICON_ADD)
. += masked_decal
return
@@ -217,7 +217,7 @@
var/icon/fin_masker = new(icon, "mask_[fin_mask]") //The fin shape we want to 'cut out' of the door
fin_masker.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 1,1,1,0, 0,0,0,1)
fin_masker.SwapColor("#ffffffff", null)
fin_masker.Blend("#000000", ICON_SUBTRACT)
fin_masker.Blend(COLOR_BLACK, ICON_SUBTRACT)
masked_door.Blend(fin_masker, ICON_ADD)
. += masked_door
if(decal)
+1 -1
View File
@@ -545,7 +545,7 @@
/obj/item/clothing/head/beret/medical
name = "medical beret"
desc = "A medical-flavored beret for the doctor in you!"
greyscale_colors = "#FFFFFF"
greyscale_colors = COLOR_WHITE
flags_1 = NONE
/obj/item/clothing/head/beret/medical/paramedic
+2 -2
View File
@@ -7,7 +7,7 @@
inhand_icon_state = "pwig"
worn_icon_state = "wig"
flags_inv = HIDEHAIR
color = "#000000"
color = COLOR_BLACK
var/hairstyle = "Very Long Hair"
var/adjustablecolor = TRUE //can color be changed manually?
@@ -112,7 +112,7 @@
/obj/item/clothing/head/wig/natural
name = "natural wig"
desc = "A bunch of hair without a head attached. This one changes color to match the hair of the wearer. Nothing natural about that."
color = "#FFFFFF"
color = COLOR_WHITE
adjustablecolor = FALSE
custom_price = PAYCHECK_COMMAND
+1 -1
View File
@@ -61,7 +61,7 @@
w_class = WEIGHT_CLASS_SMALL
flags_inv = HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
custom_price = PAYCHECK_CREW
greyscale_colors = "#EEEEEE"
greyscale_colors = COLOR_VERY_LIGHT_GRAY
greyscale_config = /datum/greyscale_config/rebellion_mask
greyscale_config_worn = /datum/greyscale_config/rebellion_mask/worn
flags_1 = IS_PLAYER_COLORABLE_1
+1 -1
View File
@@ -409,7 +409,7 @@
icon_state = "infinity_scarf"
w_class = WEIGHT_CLASS_TINY
custom_price = PAYCHECK_CREW
greyscale_colors = "#EEEEEE"
greyscale_colors = COLOR_VERY_LIGHT_GRAY
greyscale_config = /datum/greyscale_config/infinity_scarf
greyscale_config_worn = /datum/greyscale_config/infinity_scarf/worn
flags_1 = IS_PLAYER_COLORABLE_1
+1 -1
View File
@@ -78,7 +78,7 @@
var/obj/item/bodypart/head/myhead = brian.get_bodypart(BODY_ZONE_HEAD)
myhead?.dismember()
brian.investigate_log("has been decapitated by [src].", INVESTIGATE_DEATHS)
flash_color(brian, flash_color = "#FF0000", flash_time = 1 SECONDS)
flash_color(brian, flash_color = COLOR_RED, flash_time = 1 SECONDS)
qdel(src)
///The button that detonates the collar.
+2 -2
View File
@@ -23,6 +23,6 @@
user.hairstyle = "Long Hair 3"
user.facial_hairstyle = "Beard (Full)"
user.hair_color = "#FFFFFF"
user.facial_hair_color = "#FFFFFF"
user.hair_color = COLOR_WHITE
user.facial_hair_color = COLOR_WHITE
user.update_body_parts(update_limb_data = TRUE)
@@ -59,7 +59,7 @@
light_on = FALSE
var/helmet_on = FALSE
var/smile = FALSE
var/smile_color = "#FF0000"
var/smile_color = COLOR_RED
var/visor_icon = "envisor"
var/smile_state = "envirohelm_smile"
var/obj/item/clothing/head/attached_hat
+1 -1
View File
@@ -5,7 +5,7 @@
inhand_icon_state = null
greyscale_config = /datum/greyscale_config/wellworn_shirt
greyscale_config_worn = /datum/greyscale_config/wellworn_shirt/worn
greyscale_colors = "#FFFFFF"
greyscale_colors = COLOR_WHITE
species_exception = list(/datum/species/golem)
flags_1 = IS_PLAYER_COLORABLE_1
///How many times has this shirt been washed? (In an ideal world this is just the determinant of the transform matrix.)
+2 -2
View File
@@ -92,14 +92,14 @@
var/start_color = hsl_gradient(1, 0, "#A2FF80", 1, "#A2FFEE")
var/start_range = 1
var/start_power = 0.75
var/end_color = "#000000"
var/end_color = COLOR_BLACK
var/end_range = 0.5
var/end_power = 0
if(fade_in)
end_color = hsl_gradient(0, 0, "#A2FF80", 1, "#A2FFEE")
end_range = start_range
end_power = start_power
start_color = "#000000"
start_color = COLOR_BLACK
start_range = 0.5
start_power = 0
+1 -1
View File
@@ -51,7 +51,7 @@
for(var/offset in 0 to SSmapping.max_plane_offset)
var/mutable_appearance/storm = mutable_appearance('icons/obj/machines/engine/energy_ball.dmi', "energy_ball_fast", FLY_LAYER)
SET_PLANE_W_SCALAR(storm, ABOVE_GAME_PLANE, offset)
storm.color = "#00FF00"
storm.color = COLOR_VIBRANT_LIME
storm_appearances += storm
number_of_bosses = 0
+2 -2
View File
@@ -36,7 +36,7 @@
user.forceMove(src)
user.AddComponent(/datum/component/itembound, src) //basically a bread smite but with a bloody finale
icon_state = "experiscanner_closed"
add_atom_colour("#FF0000", ADMIN_COLOUR_PRIORITY)
add_atom_colour(COLOR_RED, ADMIN_COLOUR_PRIORITY)
playsound(src, 'sound/effects/pope_entry.ogg', 60, TRUE)
playsound(src, 'sound/machines/destructive_scanner/ScanDangerous.ogg', 40)
@@ -57,7 +57,7 @@
result_toilet.buildstacktype = /obj/effect/decal/remains/human //this also prevents the toilet from dropping meat sheets. if you want to cheese the meat exepriments, sacrifice more people
icon_state = "experiscanner"
remove_atom_colour(ADMIN_COLOUR_PRIORITY, "#FF0000")
remove_atom_colour(ADMIN_COLOUR_PRIORITY, COLOR_RED)
user.gib(DROP_BRAIN) //we delete everything but the brain, as it's going to be moved to the cistern
toilet_brain.forceMove(result_toilet)
+1 -1
View File
@@ -15,7 +15,7 @@
///A list of traits that this fishing line has, checked by fish traits and the minigame.
var/list/fishing_line_traits
/// Color of the fishing line
var/line_color = "#808080"
var/line_color = COLOR_GRAY
/obj/item/fishing_line/reinforced
name = "reinforced fishing line reel"
@@ -564,7 +564,7 @@
"someone's parents" = 2,
)
glass_price = FOOD_PRICE_EXOTIC
color = "#FF0000"
color = COLOR_RED
/datum/glass_style/has_foodtype/soup/clownchili
required_drink_type = /datum/reagent/consumable/nutriment/soup/clownchili
@@ -618,7 +618,7 @@
name = "Tomato Soup"
description = "Drinking this feels like being a vampire! A tomato vampire..."
data = list("tomato" = 1)
color = "#FF0000"
color = COLOR_RED
/datum/glass_style/has_foodtype/soup/tomato
required_drink_type = /datum/reagent/consumable/nutriment/soup/tomato
@@ -1325,7 +1325,7 @@
name = "Corn Chowder"
description = "A creamy bowl of corn chowder, with bacon bits and mixed vegetables. One bowl is never enough."
data = list("creamy broth" = 1, "bacon" = 1, "mixed vegetables" = 1)
color = "#FFF200"
color = COLOR_CRAYON_YELLOW
/datum/glass_style/has_foodtype/soup/corn_chowder
required_drink_type = /datum/reagent/consumable/nutriment/soup/corn_chowder
+1 -1
View File
@@ -224,7 +224,7 @@
name = "electrode"
damage_type = BURN
hal_icon_state = "spark"
color = "#FFFF00"
color = COLOR_YELLOW
hal_fire_sound = 'sound/weapons/taser.ogg'
hal_hitsound = 'sound/weapons/taserhit.ogg'
hal_hitsound_wall = null

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