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Bravo Six, Going Dark: Refactors client colors to fix dupe issues and support filters (#89843)
## About The Pull Request Completely refactored how client colors are handled. Now they're similar to traits, having a source associated with them. Instead of adding and removing by strict type (which makes client colors prone to getting duplicated and not cleaned up) you remove a filter associated with a specific source. Adding another client color with the same source as an already existing one will replace the existing one if its of a different type, or do nothing if they're the same (unless force is set to TRUE). Client colors can also force filter splitting, putting all colors that come before them, themselves, and all colors after them into separate filters - this is useful to prevent mixing in filters which are supposed to remove a certain color. <details> <summary>Example of how Perceptomatrix and nightmare vision goggles combined before this PR:</summary>  And this is after, as you can see nightmare vision effect's red is only slightly tinted by perceptomatix instead of being literally halved.  </details> Additionally, added support for custom filters (and not just colors) to client color code to allow us to work with more colorspaces. Also fixed weird blindness behavior, so this also Closes #89787 ## Why It's Good For The Game Makes code less ass to work with, fixes weird color mixing, etc. ## Changelog 🆑 fix: Fixed perceptomatix helmet allowing you to see even when unconscious refactor: Refactored how client colors are handled, ensuring that certain effects like nightmare goggles don't disappear when another vision-affecting piece of clothing is worn. /🆑
This commit is contained in:
@@ -1,35 +1,21 @@
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#define PRIORITY_ABSOLUTE 1
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#define PRIORITY_HIGH 10
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#define PRIORITY_NORMAL 100
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#define PRIORITY_LOW 1000
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#define CLIENT_COLOR_VALUE_INDEX 1
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#define CLIENT_COLOR_PRIORITY_INDEX 2
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/**
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* Client Colour Priority System By RemieRichards (then refactored by another contributor)
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* A System that gives finer control over which client.colour value to display on screen
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* so that the "highest priority" one is always displayed as opposed to the default of
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* "whichever was set last is displayed".
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*
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* Refactored to allow multiple overlapping client colours
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* (e.g. wearing blue glasses under a yellow visor, even though the result is a little unsatured.)
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* As well as some support for animated colour transitions.
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*
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* Define subtypes of this datum
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*/
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/datum/client_colour
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///The color we want to give to the client. This has to be either a hexadecimal color or a color matrix.
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var/colour
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///The mob that owns this client_colour.
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/// Color given to the client, can be a hex color, color matrix or a filter
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var/color
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/// The mob that owns this client_colour
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var/mob/owner
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/**
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* We prioritize colours with higher priority (lower numbers), so they don't get overriden by less important ones:
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* eg: "Bloody screen" > "goggles colour" as the former is much more important
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*/
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var/priority = PRIORITY_NORMAL
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///Will this client_colour prevent ones of lower priority from being applied?
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/// Priority of this color, higher values are rendered above lower ones
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var/priority = CLIENT_COLOR_FILTER_PRIORITY
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/// Will this client_colour prevent ones of lower priority from being applied?
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var/override = FALSE
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///IF non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
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/// If set to TRUE, all colors below and above this one will be rendered in separate filters
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/// If color is a filter, forced to TRUE
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var/split_filters = FALSE
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/// If non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
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var/fade_in = 0
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///Same as above, but on removal.
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/// If non-zero, 'animate_client_colour(fade_out)' will be called instead of 'update_client_colour' when removed.
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var/fade_out = 0
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/datum/client_colour/New(mob/owner)
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@@ -42,229 +28,248 @@
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owner = null
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return ..()
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///Sets a new colour, then updates the owner's screen colour.
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/datum/client_colour/proc/update_colour(new_colour, anim_time, easing = 0)
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colour = new_colour
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///Sets a new color, then updates the owner's screen color.
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/datum/client_colour/proc/update_color(new_color, anim_time, easing = 0)
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color = new_color
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owner.animate_client_colour(anim_time, easing)
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/**
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* Adds an instance of colour_type to the mob's client_colours list
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* colour_type - a typepath (subtyped from /datum/client_colour)
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* Add a color filter to the client
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* new_color - client_colour datum or typepath to be added
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* source - associated source for the client color
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* force - if TRUE, colors of the same source will be replaced even if it is of the same type
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*/
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/mob/proc/add_client_colour(colour_type_or_datum)
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if(QDELING(src))
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/mob/proc/add_client_colour(datum/client_colour/new_color, source, force = FALSE)
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if (QDELING(src))
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return
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var/datum/client_colour/colour
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if(istype(colour_type_or_datum, /datum/client_colour))
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colour = colour_type_or_datum
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else if(ispath(colour_type_or_datum, /datum/client_colour))
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colour = new colour_type_or_datum(src)
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else
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CRASH("Invalid colour type or datum for add_client_color: [colour_type_or_datum || "null"]")
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BINARY_INSERT(colour, client_colours, /datum/client_colour, colour, priority, COMPARE_KEY)
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animate_client_colour(colour.fade_in)
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return colour
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if (ispath(new_color))
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new_color = new new_color(src)
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if (!istype(new_color))
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CRASH("Invalid color type or datum for add_client_colour: [new_color ? "[new_color] ([new_color.type])" : "null"]")
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// Ensure that if a color with this source is already present, we either abort or get rid of it
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var/datum/client_colour/existing_color = get_client_colour(source)
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if (existing_color)
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if (existing_color.type == new_color.type && !force)
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return existing_color
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qdel(existing_color)
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client_colours[new_color] = source
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animate_client_colour(new_color.fade_in)
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return new_color
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/**
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* Removes an instance of colour_type from the mob's client_colours list
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* colour_type - a typepath (subtyped from /datum/client_colour)
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*/
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/mob/proc/remove_client_colour(colour_type)
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if(!ispath(colour_type, /datum/client_colour))
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return
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* Removes a color type from a specific source from mob's client_colours list
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* source - color source to remove
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*/
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for(var/datum/client_colour/colour as anything in client_colours)
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if(colour.type == colour_type)
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qdel(colour)
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/mob/proc/remove_client_colour(source)
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var/datum/client_colour/existing_color = get_client_colour(source)
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if (!existing_color)
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return FALSE
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qdel(existing_color)
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return TRUE
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/mob/proc/get_client_colour(source)
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for(var/datum/client_colour/color as anything in client_colours)
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if (client_colours[color] == source)
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return color
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/mob/proc/get_client_colour_filters()
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. = list()
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// sortTim sorts the passed list instead of making the copy, and so does reverse_range
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var/list/used_colors = reverse_range(sortTim(client_colours.Copy(), GLOBAL_PROC_REF(cmp_client_colours)))
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var/current_color = null
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var/color_num = 0
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var/color_prio = 1
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for (var/datum/client_colour/client_color as anything in used_colors)
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color_num += 1
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var/list/filter_color = null
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if (islist(client_color.color))
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filter_color = client_color.color
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// If our list has "type" in it then its a filter
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if (!filter_color["type"])
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filter_color = null
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if (client_color.split_filters || filter_color)
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if (current_color)
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. += list(list(color_matrix_filter(current_color), color_prio))
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color_prio += 1
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current_color = null
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. += list(list(filter_color || color_matrix_filter(client_color.color), color_prio))
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color_prio += 1
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continue
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if (!current_color)
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current_color = client_color.color
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if (client_color.override)
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break
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continue
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var/list/color_list = current_color
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if (!islist(color_list))
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color_list = color_to_full_rgba_matrix(color_list)
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var/list/cur_list = color_to_full_rgba_matrix(client_color.color)
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for (var/i in 1 to 20)
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color_list[i] = (color_list[i] * (color_num - 1) + cur_list[i]) / color_num
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current_color = color_list
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if (client_color.override)
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break
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/**
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* Gets the resulting colour/tone from client_colours.
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* In the case of multiple colours, they'll be converted to RGBA matrices for compatibility,
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* summed together, and then each element divided by the number of matrices. (except we do this with lists because byond)
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* target is the target variable.
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*/
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#define MIX_CLIENT_COLOUR(target)\
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var/_our_colour;\
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var/_number_colours = 0;\
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var/_pool_closed = INFINITY;\
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for(var/_c in client_colours){\
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var/datum/client_colour/_colour = _c;\
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if(_pool_closed < _colour.priority){\
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break\
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};\
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_number_colours++;\
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if(_colour.override){\
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_pool_closed = _colour.priority\
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};\
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if(!_our_colour){\
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_our_colour = _colour.colour;\
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continue\
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};\
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if(_number_colours == 2){\
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_our_colour = color_to_full_rgba_matrix(_our_colour)\
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};\
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var/list/_colour_matrix = color_to_full_rgba_matrix(_colour.colour);\
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var/list/_L = _our_colour;\
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for(var/_i in 1 to 20){\
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_L[_i] += _colour_matrix[_i]\
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};\
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};\
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if(_number_colours > 1){\
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var/list/_L = _our_colour;\
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for(var/_i in 1 to 20){\
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_L[_i] /= _number_colours\
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};\
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};\
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target = _our_colour\
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if (current_color)
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. += list(list(color_matrix_filter(current_color), color_prio))
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#define CLIENT_COLOR_FILTER_KEY "fake_client_color"
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/**
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* Resets the mob's client.color to null, and then reapplies a new color based
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* on the client_colour datums it currently has.
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*/
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/mob/proc/update_client_colour()
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if(isnull(hud_used))
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if (isnull(hud_used))
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return
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var/new_color = ""
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if(length(client_colours))
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MIX_CLIENT_COLOUR(new_color)
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for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
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for (var/filter_id in color_filter_store)
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game_plane.remove_filter(filter_id)
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for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
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if(new_color)
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game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter(new_color))
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else
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game_plane.remove_filter(CLIENT_COLOR_FILTER_KEY)
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color_filter_store.Cut()
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var/list/applied_filters = get_client_colour_filters()
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///Works similarly to 'update_client_colour', but animated.
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/mob/proc/animate_client_colour(anim_time = 2 SECONDS, anim_easing = NONE)
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if(anim_time <= 0)
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for (var/list/color_filter as anything in applied_filters)
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var/added_color = color_filter[CLIENT_COLOR_VALUE_INDEX]
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var/filter_priority = color_filter[CLIENT_COLOR_PRIORITY_INDEX]
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for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
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var/filter_id = "client_colour_[filter_priority]"
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game_plane.add_filter(filter_id, filter_priority, added_color)
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color_filter_store |= filter_id
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/// Works similarly to 'update_client_colour', but animated.
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/mob/proc/animate_client_colour(anim_time = 1 SECONDS, anim_easing = NONE)
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if (isnull(hud_used))
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return
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if(anim_time <= -1)
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return update_client_colour()
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if(isnull(hud_used))
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return
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var/anim_color = ""
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if(length(client_colours))
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MIX_CLIENT_COLOUR(anim_color)
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for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
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for (var/filter_id in color_filter_store)
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game_plane.remove_filter(filter_id)
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for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
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if(anim_color)
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game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter())
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game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(anim_color), anim_time, anim_easing)
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else
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game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(), anim_time, anim_easing)
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// This leaves a blank color filter on the hud which is, fine I guess?
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color_filter_store.Cut()
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var/list/applied_filters = get_client_colour_filters()
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#undef MIX_CLIENT_COLOUR
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for (var/list/color_filter as anything in applied_filters)
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var/added_color = color_filter[CLIENT_COLOR_VALUE_INDEX]
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var/filter_priority = color_filter[CLIENT_COLOR_PRIORITY_INDEX]
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for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
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var/filter_id = "client_colour_[filter_priority]"
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game_plane.add_filter(filter_id, filter_priority, color_matrix_filter())
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game_plane.transition_filter(filter_id, added_color, anim_time, anim_easing)
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color_filter_store |= filter_id
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#undef CLIENT_COLOR_FILTER_KEY
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// Color types
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/datum/client_colour/glass_colour
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priority = PRIORITY_LOW
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/datum/client_colour/glass_colour/green
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colour = "#aaffaa"
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/datum/client_colour/glass_colour/lightgreen
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colour = "#ccffcc"
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/datum/client_colour/glass_colour/blue
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colour = "#aaaaff"
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/datum/client_colour/glass_colour/lightblue
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colour = "#ccccff"
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/datum/client_colour/glass_colour/yellow
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colour = "#ffff66"
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/datum/client_colour/glass_colour/lightyellow
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colour = "#ffffaa"
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/datum/client_colour/glass_colour/red
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colour = "#ffaaaa"
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/datum/client_colour/glass_colour/lightred
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colour = "#ffcccc"
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/datum/client_colour/glass_colour/darkred
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colour = "#bb5555"
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/datum/client_colour/glass_colour/orange
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colour = "#ffbb99"
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/datum/client_colour/glass_colour/lightorange
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colour = "#ffddaa"
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/datum/client_colour/glass_colour/purple
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colour = "#ff99ff"
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/datum/client_colour/glass_colour/lightpurple
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colour = "#ffccff"
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/datum/client_colour/glass_colour/gray
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colour = "#cccccc"
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///A client colour that makes the screen look a bit more grungy, halloweenesque even.
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///A client color that makes the screen look a bit more grungy, halloweenesque even.
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/datum/client_colour/halloween_helmet
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colour = list(0.75,0.13,0.13,0, 0.13,0.7,0.13,0, 0.13,0.13,0.75,0, -0.06,-0.09,-0.08,1, 0,0,0,0)
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priority = CLIENT_COLOR_HELMET_PRIORITY
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color = list(/*R*/ 0.75,0.13,0.13,0, /*G*/ 0.13,0.7,0.13,0, /*B*/ 0.13,0.13,0.75,0, /*A*/ -0.06,-0.09,-0.08,1, /*C*/ 0,0,0,0)
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|
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/datum/client_colour/flash_hood
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colour = COLOR_MATRIX_POLAROID
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/datum/client_colour/glass_colour/nightmare
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colour = list(255,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, -130,0,0,0) //every color is either red or black
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/datum/client_colour/malfunction
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colour = list(/*R*/ 0,0,0,0, /*G*/ 0,175,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/0,-130,0,0) // Matrix colors
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priority = CLIENT_COLOR_HELMET_PRIORITY
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color = COLOR_MATRIX_POLAROID
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/datum/client_colour/perceptomatrix
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colour = list(/*R*/ 1,0,0,0, /*G*/ 0,1,0,0, /*B*/ 0,0,1,0, /*A*/ 0,0,0,1, /*C*/0,-0.02,-0.02,0) // veeery slightly pink
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||||
priority = CLIENT_COLOR_HELMET_PRIORITY
|
||||
color = list(/*R*/ 1,0,0,0, /*G*/ 0,1,0,0, /*B*/ 0,0,1,0, /*A*/ 0,0,0,1, /*C*/ 0,-0.02,-0.02,0) // veeery slightly pink
|
||||
|
||||
/datum/client_colour/rave
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priority = CLIENT_COLOR_HELMET_PRIORITY
|
||||
|
||||
/datum/client_colour/malfunction
|
||||
priority = CLIENT_COLOR_ORGAN_PRIORITY
|
||||
color = list(/*R*/ 0,0,0,0, /*G*/ 0,175,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/ 0,-130,0,0) // Matrix colors
|
||||
|
||||
/datum/client_colour/monochrome
|
||||
colour = COLOR_MATRIX_GRAYSCALE
|
||||
priority = PRIORITY_HIGH //we can't see colors anyway!
|
||||
override = TRUE
|
||||
fade_in = 20
|
||||
fade_out = 20
|
||||
color = COLOR_MATRIX_GRAYSCALE
|
||||
priority = CLIENT_COLOR_FILTER_PRIORITY
|
||||
split_filters = TRUE
|
||||
fade_in = 2 SECONDS
|
||||
fade_out = 2 SECONDS
|
||||
|
||||
/datum/client_colour/monochrome/colorblind
|
||||
priority = PRIORITY_HIGH
|
||||
|
||||
/datum/client_colour/monochrome/trance
|
||||
priority = PRIORITY_NORMAL
|
||||
|
||||
/datum/client_colour/monochrome/blind
|
||||
priority = PRIORITY_NORMAL
|
||||
/datum/client_colour/monochrome/glasses
|
||||
priority = CLIENT_COLOR_GLASSES_PRIORITY
|
||||
|
||||
/datum/client_colour/bloodlust
|
||||
priority = PRIORITY_ABSOLUTE // Only anger.
|
||||
colour = list(0,0,0,0,0,0,0,0,0,1,0,0) //pure red.
|
||||
fade_out = 10
|
||||
priority = CLIENT_COLOR_IMPORTANT_PRIORITY
|
||||
color = list(0,0,0,0,0,0,0,0,0,1,0,0) // pure red
|
||||
fade_out = 1 SECONDS
|
||||
|
||||
/datum/client_colour/bloodlust/New(mob/owner)
|
||||
..()
|
||||
if(owner)
|
||||
addtimer(CALLBACK(src, PROC_REF(update_colour), list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0), 10, SINE_EASING|EASE_OUT), 0.1 SECONDS)
|
||||
|
||||
/datum/client_colour/rave
|
||||
priority = PRIORITY_LOW
|
||||
|
||||
/datum/client_colour/psyker
|
||||
priority = PRIORITY_ABSOLUTE
|
||||
override = TRUE
|
||||
colour = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
|
||||
addtimer(CALLBACK(src, PROC_REF(update_color), list(/*R*/ 1,0,0, /*G*/ 0.8,0.2,0, /*B*/ 0.8,0,0.2, /*C*/ 0.1,0,0), 10, SINE_EASING|EASE_OUT), 0.1 SECONDS)
|
||||
|
||||
/datum/client_colour/manual_heart_blood
|
||||
priority = PRIORITY_ABSOLUTE
|
||||
colour = COLOR_RED
|
||||
priority = CLIENT_COLOR_IMPORTANT_PRIORITY
|
||||
color = COLOR_RED
|
||||
|
||||
/datum/client_colour/psyker
|
||||
priority = CLIENT_COLOR_OVERRIDE_PRIORITY
|
||||
color = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
|
||||
override = TRUE
|
||||
|
||||
/datum/client_colour/temp
|
||||
priority = PRIORITY_HIGH
|
||||
priority = CLIENT_COLOR_TEMPORARY_PRIORITY
|
||||
|
||||
#undef PRIORITY_ABSOLUTE
|
||||
#undef PRIORITY_HIGH
|
||||
#undef PRIORITY_NORMAL
|
||||
#undef PRIORITY_LOW
|
||||
/datum/client_colour/glass_colour
|
||||
priority = CLIENT_COLOR_GLASSES_PRIORITY
|
||||
|
||||
/datum/client_colour/glass_colour/green
|
||||
color = "#aaffaa"
|
||||
|
||||
/datum/client_colour/glass_colour/lightgreen
|
||||
color = "#ccffcc"
|
||||
|
||||
/datum/client_colour/glass_colour/blue
|
||||
color = "#aaaaff"
|
||||
|
||||
/datum/client_colour/glass_colour/lightblue
|
||||
color = "#ccccff"
|
||||
|
||||
/datum/client_colour/glass_colour/yellow
|
||||
color = "#ffff66"
|
||||
|
||||
/datum/client_colour/glass_colour/lightyellow
|
||||
color = "#ffffaa"
|
||||
|
||||
/datum/client_colour/glass_colour/red
|
||||
color = "#ffaaaa"
|
||||
|
||||
/datum/client_colour/glass_colour/lightred
|
||||
color = "#ffcccc"
|
||||
|
||||
/datum/client_colour/glass_colour/darkred
|
||||
color = "#bb5555"
|
||||
|
||||
/datum/client_colour/glass_colour/orange
|
||||
color = "#ffbb99"
|
||||
|
||||
/datum/client_colour/glass_colour/lightorange
|
||||
color = "#ffddaa"
|
||||
|
||||
/datum/client_colour/glass_colour/purple
|
||||
color = "#ff99ff"
|
||||
|
||||
/datum/client_colour/glass_colour/lightpurple
|
||||
color = "#ffccff"
|
||||
|
||||
/datum/client_colour/glass_colour/gray
|
||||
color = "#cccccc"
|
||||
|
||||
/datum/client_colour/glass_colour/nightmare
|
||||
color = list(/*R*/ 255,0,0,0, /*G*/ 0,0,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/ -130,0,0,0) //every color is either red or black
|
||||
split_filters = TRUE
|
||||
|
||||
#undef CLIENT_COLOR_VALUE_INDEX
|
||||
#undef CLIENT_COLOR_PRIORITY_INDEX
|
||||
|
||||
Reference in New Issue
Block a user