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## About The Pull Request EMPs on robotic limbs will now disable them for 10-20 seconds rather than causing a 10-20 second full stun on the user. Additionally, they will damage the limb for a little brute and some burn. Arm EMPs don't do anything special as the limb being disabled already drops items. Leg EMPs cause a 10-20 second knockdown, only really applicable if there's only one robotic leg as two disabled legs KD you anyways. Chest EMPs cause a 3-6 second standing-up paralyze, visible to the player by a quite noticeable shaking of their body. Head EMPs break the optical transponder circuits for 7.5-15 seconds, effectively giving the user nightmare goggles vision with green instead of red as the only remaining color. Tacit approval for the PR at least existing.  ## Why It's Good For The Game Robotic limbs are not so strong that a glancing EMP that may not even have been directed at you should stun you for ten, TEN seconds, or worse, twenty. This is basically legacy stunning from the days of super-stuns on soap, stunbatons, etc. The code for it was last touched six years ago. **_The stats as shown above are not even close to final. I really don't know or care what the right stats should be in the end. and I'm fine with making them a 10-20 second timer again. I just put some reasonable-seeming numbers in as a placeholder. EMPs could also still cause a short stun if that is deemed necessary. Hell, that could be the chest effect!_** ## Changelog 🆑 balance: EMPs on robotic limbs will now disable them for 10-20 seconds rather than causing a 10-20 second full stun on the user. Additionally, they will damage the limb for a little brute and some burn. EMPs on robotic limbs will now disable them for 10-20 seconds rather than causing a 10-20 second full stun on the user. Additionally, they will damage the limb for a little brute and some burn. balance: Arm EMPs don't do anything special as the limb being disabled already drops items. balance: Leg EMPs cause a 10-20 second knockdown, only really applicable if there's only one robotic leg as two disabled legs KD you anyways. balance: Chest EMPs cause a 3-6 second standing-up paralyze, visible to the player by a quite noticeable shaking of their body. balance: Head EMPs break the optical transponder circuits for 7.5-15 seconds, effectively giving the user nightmare goggles vision with green instead of red as the only remaining color. /🆑
228 lines
6.4 KiB
Plaintext
228 lines
6.4 KiB
Plaintext
#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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/**
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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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///Any client.color-valid value
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var/colour = ""
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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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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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var/fade_in = 0
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///Same as above, but on removal.
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var/fade_out = 0
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/datum/client_colour/New(mob/_owner)
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owner = _owner
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/datum/client_colour/Destroy()
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if(!QDELETED(owner))
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owner.client_colours -= src
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if(fade_out)
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owner.animate_client_colour(fade_out)
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else
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owner.update_client_colour()
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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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if(anim_time)
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owner.animate_client_colour(anim_time, easing)
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else
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owner.update_client_colour()
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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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*/
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/mob/proc/add_client_colour(colour_type)
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if(!ispath(colour_type, /datum/client_colour) || QDELING(src))
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return
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var/datum/client_colour/colour = new colour_type(src)
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BINARY_INSERT(colour, client_colours, /datum/client_colour, colour, priority, COMPARE_KEY)
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if(colour.fade_in)
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animate_client_colour(colour.fade_in)
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else
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update_client_colour()
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return colour
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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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for(var/cc in client_colours)
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var/datum/client_colour/colour = cc
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if(colour.type == colour_type)
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qdel(colour)
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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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/**
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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(!client)
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return
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client.color = ""
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if(!client_colours.len)
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return
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MIX_CLIENT_COLOUR(client.color)
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///Works similarly to 'update_client_colour', but animated.
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/mob/proc/animate_client_colour(anim_time = 20, anim_easing = 0)
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if(!client)
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return
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if(!client_colours.len)
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animate(client, color = "", time = anim_time, easing = anim_easing)
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return
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MIX_CLIENT_COLOUR(var/anim_colour)
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animate(client, color = anim_colour, time = anim_time, easing = anim_easing)
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#undef MIX_CLIENT_COLOUR
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/datum/client_colour/glass_colour
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priority = PRIORITY_LOW
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colour = "red"
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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/red
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colour = "#ffaaaa"
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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/gray
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colour = "#cccccc"
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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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/datum/client_colour/monochrome
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colour = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
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priority = PRIORITY_HIGH //we can't see colors anyway!
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override = TRUE
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fade_in = 20
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fade_out = 20
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/datum/client_colour/monochrome/trance
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priority = PRIORITY_NORMAL
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/datum/client_colour/monochrome/blind
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priority = PRIORITY_NORMAL
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/datum/client_colour/bloodlust
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priority = PRIORITY_ABSOLUTE // Only anger.
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colour = list(0,0,0,0,0,0,0,0,0,1,0,0) //pure red.
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fade_out = 10
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/datum/client_colour/bloodlust/New(mob/_owner)
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..()
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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), 1)
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/datum/client_colour/rave
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priority = PRIORITY_LOW
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/datum/client_colour/psyker
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priority = PRIORITY_ABSOLUTE
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override = TRUE
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colour = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
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#undef PRIORITY_ABSOLUTE
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#undef PRIORITY_HIGH
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#undef PRIORITY_NORMAL
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#undef PRIORITY_LOW
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