mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 19:22:56 +00:00
Standardised reagent colour mixing a little bit. Fixes issue 785.
Changed the path of large beakers, so they're actually a subtype of beaker (wtf) Moved new_year.dm to unused. Updated Carn's sequential master controller to not have tension stuff, for potential live testing. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4444 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -47,7 +47,6 @@ datum/controller/game_controller/New()
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world << "\red \b Job setup complete"
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job_master.LoadJobs("config/jobs.txt")
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if(!tension_master) tension_master = new /datum/tension()
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if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
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if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
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if(!ticker) ticker = new /datum/controller/gameticker()
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@@ -108,9 +107,6 @@ datum/controller/game_controller/proc/process()
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air_master.process()
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sleep(breather_ticks)
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tension_master.process()
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sleep(breather_ticks)
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sun.calc_position()
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sleep(breather_ticks)
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@@ -27,7 +27,7 @@ var/global/list/autolathe_recipes = list( \
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new /obj/item/weapon/retractor(),\
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new /obj/item/weapon/cautery(),\
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new /obj/item/weapon/reagent_containers/glass/beaker(), \
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new /obj/item/weapon/reagent_containers/glass/large(), \
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new /obj/item/weapon/reagent_containers/glass/beaker/large(), \
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new /obj/item/ammo_casing/shotgun/blank(), \
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new /obj/item/ammo_casing/shotgun/beanbag(), \
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new /obj/item/ammo_magazine/c38(), \
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@@ -17,7 +17,7 @@
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var/datum/reagents/R = new/datum/reagents(1000)
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reagents = R
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R.my_atom = src
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beaker = new /obj/item/weapon/reagent_containers/glass/large(src)
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beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
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on_reagent_change() //When the reagents change, change the icon as well.
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update_icon()
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@@ -24,7 +24,7 @@
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)
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/obj/machinery/juicer/New()
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beaker = new /obj/item/weapon/reagent_containers/glass/large(src)
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beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
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/obj/machinery/juicer/update_icon()
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icon_state = "juicer"+num2text(!isnull(beaker))
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@@ -464,27 +464,7 @@ steam.start() -- spawns the effect
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start()
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var/i = 0
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// Calculate the smokes' color
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var/list/rgbcolor = list(0,0,0)
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var/finalcolor
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for(var/datum/reagent/re in chemholder.reagents.reagent_list)
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if(!finalcolor)
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rgbcolor = GetColors(re.color)
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finalcolor = re.color
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else
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var/newcolor[3]
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var/prergbcolor[3]
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prergbcolor = rgbcolor
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newcolor = GetColors(re.color)
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rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
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rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
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rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
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finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
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if(finalcolor)
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finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3]) // slightly darker color
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var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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@@ -504,8 +484,8 @@ steam.start() -- spawns the effect
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if(chemholder.reagents.total_volume != 1) // can't split 1 very well
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chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / number) // copy reagents to each smoke, divide evenly
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if(finalcolor)
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smoke.icon += finalcolor // give the smoke color, if it has any to begin with
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if(color)
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smoke.icon += color // give the smoke color, if it has any to begin with
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else
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// if no color, just use the old smoke icon
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smoke.icon = 'icons/effects/96x96.dmi'
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@@ -72,7 +72,7 @@
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/obj/item/weapon/grenade/proc/prime()
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playsound(loc, 'Welder2.ogg', 25, 1)
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// playsound(loc, 'Welder2.ogg', 25, 1)
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var/turf/T = get_turf(src)
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if(T)
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T.hotspot_expose(700,125)
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@@ -82,12 +82,15 @@
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if(isscrewdriver(W))
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switch(det_time)
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if ("1")
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det_time = 10
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user << "<span class='notice'>You set the [name] for 1 second detonation time.</span>"
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if ("10")
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det_time = 30
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user << "<span class='notice'>You set the [name] for 3 second detonation time.</span>"
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if ("30")
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det_time = 100
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user << "<span class='notice'>You set the [name] for 10 second detonation time.</span>"
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if ("100")
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det_time = 50
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user << "<span class='notice'>You set the [name] for 5 second detonation time.</span>"
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if ("50")
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det_time = 1
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user << "<span class='notice'>You set the [name] for instant detonation.</span>"
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add_fingerprint(user)
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@@ -64,27 +64,6 @@ obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
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/*
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* Hope it's okay to stick this shit here: it basically just turns a hexadecimal color into rgb
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*/
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/proc/GetColors(hex)
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hex = uppertext(hex)
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var/hi1 = text2ascii(hex, 2)
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var/lo1 = text2ascii(hex, 3)
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var/hi2 = text2ascii(hex, 4)
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var/lo2 = text2ascii(hex, 5)
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var/hi3 = text2ascii(hex, 6)
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var/lo3 = text2ascii(hex, 7)
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return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
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((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
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((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))
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@@ -44,32 +44,10 @@
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D.create_reagents(amount_per_transfer_from_this)
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reagents.trans_to(D, amount_per_transfer_from_this)
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var/list/rgbcolor = list(0,0,0)
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var/finalcolor
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for(var/datum/reagent/re in D.reagents.reagent_list) // natural color mixing bullshit/algorithm
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if(!finalcolor)
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rgbcolor = GetColors(re.color)
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finalcolor = re.color
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else
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var/newcolor[3]
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var/prergbcolor[3]
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prergbcolor = rgbcolor
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newcolor = GetColors(re.color)
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rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
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rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
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rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
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finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
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// This isn't a perfect color mixing system, the more reagents that are inside,
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// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
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// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
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// If you add brighter colors to it it'll eventually get lighter, though.
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D.name = "chemicals"
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D.icon = 'icons/obj/chempuff.dmi'
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D.icon += finalcolor
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D.icon += mix_color_from_reagents(D.reagents.reagent_list)
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spawn(0)
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for(var/i=0, i<3, i++)
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@@ -97,8 +75,6 @@
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/obj/item/weapon/reagent_containers/spray/examine()
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set src in usr
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..()
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// usr << "\icon[src] This is \the [src]!"
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// usr << desc
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for(var/datum/reagent/R in reagents.reagent_list)
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usr << "[round(R.volume)] units of [R.name] left."
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return
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@@ -178,25 +154,7 @@
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D.create_reagents(amount_per_transfer_from_this)
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src.reagents.trans_to(D, amount_per_transfer_from_this)
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var/rgbcolor[3]
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var/finalcolor
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for(var/datum/reagent/re in D.reagents.reagent_list)
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if(!finalcolor)
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rgbcolor = GetColors(re.color)
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finalcolor = re.color
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else
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var/newcolor[3]
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var/prergbcolor[3]
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prergbcolor = rgbcolor
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newcolor = GetColors(re.color)
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rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
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rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
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rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
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finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
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D.icon += finalcolor
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D.icon += mix_color_from_reagents(D.reagents.reagent_list)
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Sprays[i] = D
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39
code/modules/chemical/Chemistry-Colours.dm
Normal file
39
code/modules/chemical/Chemistry-Colours.dm
Normal file
@@ -0,0 +1,39 @@
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/proc/GetColors(hex)
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hex = uppertext(hex)
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var/hi1 = text2ascii(hex, 2)
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var/lo1 = text2ascii(hex, 3)
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var/hi2 = text2ascii(hex, 4)
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var/lo2 = text2ascii(hex, 5)
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var/hi3 = text2ascii(hex, 6)
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var/lo3 = text2ascii(hex, 7)
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return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
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((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
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((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))
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/proc/mix_color_from_reagents(var/list/reagent_list)
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if(!reagent_list || !reagent_list.len) return 0
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var/list/rgbcolor = list(0,0,0)
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var/finalcolor = 0
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for(var/datum/reagent/re in reagent_list) // natural color mixing bullshit/algorithm
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if(!finalcolor)
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rgbcolor = GetColors(re.color)
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finalcolor = re.color
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else
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var/newcolor[3]
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var/prergbcolor[3]
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prergbcolor = rgbcolor
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newcolor = GetColors(re.color)
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rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
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rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
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rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
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finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
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return finalcolor
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// This isn't a perfect color mixing system, the more reagents that are inside,
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// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
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// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
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// If you add brighter colors to it it'll eventually get lighter, though.
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@@ -724,7 +724,7 @@
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/obj/machinery/reagentgrinder/New()
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..()
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beaker = new /obj/item/weapon/reagent_containers/glass/large(src)
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beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
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return
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/obj/machinery/reagentgrinder/update_icon()
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@@ -975,35 +975,17 @@
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overlays += injoverlay
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icon_state = "[rounded_vol]"
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item_state = "syringe_[rounded_vol]"
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if(reagents.total_volume)
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var/obj/effect/overlay = new/obj
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overlay.icon = 'icons/obj/syringefilling.dmi'
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var/image/filling = image('icons/obj/reagentfillings.dmi', src, "syringe10", src.layer)
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switch(rounded_vol)
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if(5) overlay.icon_state = "5"
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if(10) overlay.icon_state = "10"
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if(15) overlay.icon_state = "15"
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if(5) filling.icon_state = "syringe5"
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if(10) filling.icon_state = "syringe10"
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if(15) filling.icon_state = "syringe15"
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var/list/rgbcolor = list(0,0,0)
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var/finalcolor
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for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
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if(!finalcolor)
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rgbcolor = GetColors(re.color)
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finalcolor = re.color
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else
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var/newcolor[3]
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var/prergbcolor[3]
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prergbcolor = rgbcolor
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newcolor = GetColors(re.color)
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rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
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rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
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rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
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finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
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overlay.icon += finalcolor
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if(!istype(src.loc, /turf)) overlay.layer = 17
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overlays += overlay
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filling.icon += mix_color_from_reagents(reagents.reagent_list)
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overlays += filling
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/obj/item/weapon/reagent_containers/ld50_syringe
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@@ -1029,13 +1011,6 @@
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update_icon()
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attack_self(mob/user as mob)
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/*
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switch(mode)
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if(SYRINGE_DRAW)
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mode = SYRINGE_INJECT
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if(SYRINGE_INJECT)
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mode = SYRINGE_DRAW
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*/
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mode = !mode
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update_icon()
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@@ -1760,61 +1735,49 @@
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m_amt = 0
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g_amt = 500
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on_reagent_change()
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update_icon()
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pickup(mob/user)
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on_reagent_change(user)
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..()
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update_icon()
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dropped(mob/user)
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on_reagent_change()
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..()
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update_icon()
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on_reagent_change(var/mob/user)
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/*
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if(reagents.total_volume)
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icon_state = "beaker1"
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else
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icon_state = "beaker0"
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*/
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attack_hand()
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..()
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update_icon()
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update_icon()
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overlays = null
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if(reagents.total_volume)
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var/obj/effect/overlay = new/obj
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overlay.icon = 'icons/obj/beaker1.dmi'
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var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10", src.layer)
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var/percent = round((reagents.total_volume / volume) * 100)
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switch(percent)
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if(0 to 9) overlay.icon_state = "-10"
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if(10 to 24) overlay.icon_state = "10"
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if(25 to 49) overlay.icon_state = "25"
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if(50 to 74) overlay.icon_state = "50"
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if(75 to 79) overlay.icon_state = "75"
|
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if(80 to 90) overlay.icon_state = "80"
|
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if(91 to 100) overlay.icon_state = "100"
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if(0 to 9) filling.icon_state = "[icon_state]-10"
|
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if(10 to 24) filling.icon_state = "[icon_state]10"
|
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if(25 to 49) filling.icon_state = "[icon_state]25"
|
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if(50 to 74) filling.icon_state = "[icon_state]50"
|
||||
if(75 to 79) filling.icon_state = "[icon_state]75"
|
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if(80 to 90) filling.icon_state = "[icon_state]80"
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if(91 to INFINITY) filling.icon_state = "[icon_state]100"
|
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|
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var/list/rgbcolor = list(0,0,0)
|
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var/finalcolor
|
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for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
|
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if(!finalcolor)
|
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rgbcolor = GetColors(re.color)
|
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finalcolor = re.color
|
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else
|
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var/newcolor[3]
|
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var/prergbcolor[3]
|
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prergbcolor = rgbcolor
|
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newcolor = GetColors(re.color)
|
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|
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rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
|
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rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
|
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rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
|
||||
|
||||
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
|
||||
// This isn't a perfect color mixing system, the more reagents that are inside,
|
||||
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
|
||||
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
|
||||
// If you add brighter colors to it it'll eventually get lighter, though.
|
||||
|
||||
overlay.icon += finalcolor
|
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if(user || !istype(src.loc, /turf))
|
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overlay.layer = 30
|
||||
overlays += overlay
|
||||
filling.icon += mix_color_from_reagents(reagents.reagent_list)
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overlays += filling
|
||||
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/obj/item/weapon/reagent_containers/glass/beaker/large
|
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name = "large beaker"
|
||||
desc = "A large beaker. Can hold up to 100 units."
|
||||
icon_state = "beakerlarge"
|
||||
g_amt = 5000
|
||||
volume = 100
|
||||
amount_per_transfer_from_this = 10
|
||||
possible_transfer_amounts = list(5,10,15,25,30,50,100)
|
||||
flags = FPRINT | TABLEPASS | OPENCONTAINER
|
||||
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||||
/obj/item/weapon/reagent_containers/glass/blender_jug
|
||||
name = "Blender Jug"
|
||||
@@ -1832,70 +1795,6 @@
|
||||
if(76 to 100)
|
||||
icon_state = "blender_jug_f"
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/large
|
||||
name = "large reagent glass"
|
||||
desc = "A large reagent glass. Can hold up to 100 units."
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "beakerlarge"
|
||||
item_state = "beaker"
|
||||
m_amt = 0
|
||||
g_amt = 5000
|
||||
volume = 100
|
||||
amount_per_transfer_from_this = 10
|
||||
possible_transfer_amounts = list(5,10,15,25,30,50,100)
|
||||
flags = FPRINT | TABLEPASS | OPENCONTAINER
|
||||
|
||||
|
||||
pickup(mob/user)
|
||||
on_reagent_change(user)
|
||||
|
||||
dropped(mob/user)
|
||||
on_reagent_change()
|
||||
|
||||
on_reagent_change(var/mob/user)
|
||||
overlays = null
|
||||
|
||||
if(reagents.total_volume)
|
||||
|
||||
var/obj/effect/overlay = new/obj
|
||||
overlay.icon = 'icons/obj/beaker2.dmi'
|
||||
var/percent = round((reagents.total_volume / volume) * 100)
|
||||
switch(percent)
|
||||
if(0 to 9) overlay.icon_state = "-10"
|
||||
if(10 to 24) overlay.icon_state = "10"
|
||||
if(25 to 49) overlay.icon_state = "25"
|
||||
if(50 to 74) overlay.icon_state = "50"
|
||||
if(75 to 79) overlay.icon_state = "75"
|
||||
if(80 to 90) overlay.icon_state = "80"
|
||||
if(91 to 100) overlay.icon_state = "100"
|
||||
|
||||
var/list/rgbcolor = list(0,0,0)
|
||||
var/finalcolor
|
||||
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
|
||||
if(!finalcolor)
|
||||
rgbcolor = GetColors(re.color)
|
||||
finalcolor = re.color
|
||||
else
|
||||
var/newcolor[3]
|
||||
var/prergbcolor[3]
|
||||
prergbcolor = rgbcolor
|
||||
newcolor = GetColors(re.color)
|
||||
|
||||
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
|
||||
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
|
||||
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
|
||||
|
||||
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
|
||||
// This isn't a perfect color mixing system, the more reagents that are inside,
|
||||
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
|
||||
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
|
||||
// If you add brighter colors to it it'll eventually get lighter, though.
|
||||
|
||||
overlay.icon += finalcolor
|
||||
if(user || !istype(src.loc, /turf))
|
||||
overlay.layer = 30
|
||||
overlays += overlay
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/bottle
|
||||
name = "bottle"
|
||||
desc = "A small bottle."
|
||||
|
||||
@@ -61,7 +61,7 @@
|
||||
src.modules += new /obj/item/borg/sight/hud/med(src)
|
||||
src.modules += new /obj/item/device/healthanalyzer(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/borghypo(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/glass/large(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/syringe(src)
|
||||
src.modules += new /obj/item/weapon/extinguisher/mini(src)
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
I.pixel_x = x
|
||||
I.pixel_y = y
|
||||
overlays += I
|
||||
|
||||
/*
|
||||
/obj/item/weapon/firbang
|
||||
desc = "It is set to detonate in 10 seconds."
|
||||
name = "firbang"
|
||||
Reference in New Issue
Block a user