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CHOMPStation2/code/_helpers/game.dm
CHOMPStation2StaffMirrorBot 2738c2c020 [MIRROR] Modernizing doors (#11728)
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com>
Co-authored-by: C.L. <killer65311@gmail.com>
2025-09-23 17:24:13 -04:00

780 lines
22 KiB
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/proc/dopage(source, target)
var/href_list
var/href
href_list = params2list("src=\ref[source]&[target]=1")
href = "src=\ref[source];[target]=1"
source:temphtml = null
source:Topic(href, href_list)
return null
/proc/is_on_same_plane_or_station(var/z1, var/z2)
if(z1 == z2)
return 1
if((z1 in using_map.station_levels) && (z2 in using_map.station_levels))
return 1
return 0
/proc/max_default_z_level()
var/max_z = 0
for(var/z in using_map.station_levels)
max_z = max(z, max_z)
for(var/z in using_map.admin_levels)
max_z = max(z, max_z)
for(var/z in using_map.player_levels)
max_z = max(z, max_z)
return max_z
/proc/get_area(atom/A)
RETURN_TYPE(/area)
if(isarea(A))
return A
var/turf/T = get_turf(A)
return T ? T.loc : null
/proc/get_area_name(atom/X, format_text = FALSE)
var/area/A = isarea(X) ? X : get_area(X)
if(!A)
return null
return format_text ? strip_improper(A.name) : A.name
/** Checks if any living humans are in a given area. */
/proc/area_is_occupied(var/area/myarea)
// Testing suggests looping over GLOB.human_mob_list is quicker than looping over area contents
for(var/mob/living/carbon/human/H in GLOB.human_mob_list)
if(H.stat >= DEAD) //Conditions for exclusion here, like if disconnected people start blocking it.
continue
var/area/A = get_area(H)
if(A == myarea) //The loc of a turf is the area it is in.
return 1
return 0
/proc/in_range(source, user)
if(get_dist(source, user) <= 1)
return 1
return 0 //not in range and not telekinetic
// Like view but bypasses luminosity check
/proc/hear(var/range, var/atom/source)
var/lum = source.luminosity
source.luminosity = 6
var/list/heard = view(range, source)
source.luminosity = lum
return heard
/proc/isStationLevel(var/level)
return level in using_map.station_levels
/proc/isNotStationLevel(var/level)
return !isStationLevel(level)
/proc/isPlayerLevel(var/level)
return level in using_map.player_levels
/proc/isAdminLevel(var/level)
return level in using_map.admin_levels
/proc/isNotAdminLevel(var/level)
return !isAdminLevel(level)
/proc/circlerange(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/circleview(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/A in view(radius, centerturf))
var/dx = A.x - centerturf.x
var/dy = A.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
atoms += A
//turfs += centerturf
return atoms
/proc/trange(rad = 0, turf/centre = null) //alternative to range (ONLY processes turfs and thus less intensive)
if(!centre)
return
var/turf/x1y1 = locate(((centre.x-rad)<1 ? 1 : centre.x-rad),((centre.y-rad)<1 ? 1 : centre.y-rad),centre.z)
var/turf/x2y2 = locate(((centre.x+rad)>world.maxx ? world.maxx : centre.x+rad),((centre.y+rad)>world.maxy ? world.maxy : centre.y+rad),centre.z)
return block(x1y1,x2y2)
/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dist = sqrt(dx**2 + dy**2)
return dist
/proc/circlerangeturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/circleviewturfs(center=usr,radius=3) //Is there even a diffrence between this proc and circlerangeturfs()?
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
//var/debug_mob = 0
// Will recursively loop through an atom's contents and check for mobs, then it will loop through every atom in that atom's contents.
// It will keep doing this until it checks every content possible. This will fix any problems with mobs, that are inside objects,
// being unable to hear people due to being in a box within a bag.
/proc/recursive_content_check(var/atom/O, var/list/L = list(), var/recursion_limit = 3, var/client_check = 1, var/sight_check = 1, var/include_mobs = 1, var/include_objects = 1, var/ignore_show_messages = 0)
if(!recursion_limit)
return L
for(var/I in O.contents)
if(ismob(I))
if(!sight_check || isInSight(I, O))
L |= recursive_content_check(I, L, recursion_limit - 1, client_check, sight_check, include_mobs, include_objects, ignore_show_messages)
if(include_mobs)
if(client_check)
var/mob/M = I
if(M.client)
L |= M
else
L |= I
else if(istype(I,/obj/))
var/obj/check_obj = I
if(ignore_show_messages || check_obj.show_messages)
if(!sight_check || isInSight(I, O))
L |= recursive_content_check(I, L, recursion_limit - 1, client_check, sight_check, include_mobs, include_objects, ignore_show_messages)
if(include_objects)
L |= I
return L
// Returns a list of mobs and/or objects in range of R from source. Used in radio and say code.
/proc/get_mobs_or_objects_in_view(var/R, var/atom/source, var/include_mobs = 1, var/include_objects = 1)
var/turf/T = get_turf(source)
var/list/hear = list()
if(!T)
return hear
var/list/range = hear(R, T)
for(var/I in range)
if(ismob(I))
hear |= recursive_content_check(I, hear, 3, 1, 0, include_mobs, include_objects)
if(include_mobs)
var/mob/M = I
if(M.client)
hear += M
else if(istype(I,/obj/))
hear |= recursive_content_check(I, hear, 3, 1, 0, include_mobs, include_objects)
var/obj/O = I
if(O.show_messages && include_objects)
hear += I
return hear
/proc/get_mobs_in_radio_ranges(var/list/obj/item/radio/radios)
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
for(var/obj/item/radio/R as anything in radios)
if(get_turf(R))
for(var/turf/T in R.can_broadcast_to())
for (var/atom/movable/hearing in T)
if (hearing.recursive_listeners)
. |= hearing.recursive_listeners
for (var/mob/M as anything in .)
if (!istype(M) || !M.client)
. -= M
for (var/mob/observer/O in GLOB.player_list)
. |= O
/mob/proc/can_hear_radio(var/list/hearturfs)
return FALSE
/mob/living/can_hear_radio(var/list/hearturfs)
return get_turf(src) in hearturfs
/mob/living/silicon/robot/can_hear_radio(var/list/hearturfs)
var/turf/T = get_turf(src)
var/obj/item/radio/borg/R = hearturfs[T] // this should be an assoc list of turf-to-radio
// We heard it on our own radio? We use power for that.
if(istype(R) && R.myborg == src)
var/datum/robot_component/CO = get_component("radio")
if(!CO || !is_component_functioning("radio") || !cell_use_power(CO.active_usage))
return FALSE // Sorry, couldn't hear
return R // radio, true, false, what's the difference
/mob/observer/dead/can_hear_radio(var/list/hearturfs)
return client?.prefs?.read_preference(/datum/preference/toggle/ghost_radio)
//Uses dview to quickly return mobs and objects in view,
// then adds additional mobs or objects if they are in range 'smartly',
// based on their presence in lists of players or registered objects
// Type: 1-audio, 2-visual, 0-neither
/proc/get_mobs_and_objs_in_view_fast(var/turf/T, var/range, var/type = 1, var/remote_ghosts = TRUE)
var/list/mobs = list()
var/list/objs = list()
var/list/hear = dview(range,T,INVISIBILITY_MAXIMUM)
var/list/hearturfs = list()
// Openspace visibility handling
// Below turfs we can see
for(var/turf/simulated/open/O in hear)
var/turf/U = GetBelow(O)
while(istype(U))
hearturfs |= U
if(isopenspace(U))
U = GetBelow(U)
else
U = null
// Above us
var/above_range = range
var/turf/Ab = GetAbove(T)
while(isopenspace(Ab) && --above_range > 0)
hear |= dview(above_range,Ab,INVISIBILITY_MAXIMUM)
Ab = GetAbove(Ab)
for(var/thing in hear)
if(istype(thing, /obj)) //Can't use isobj() because /atom/movable returns true in that
objs += thing
hearturfs |= get_turf(thing)
if(ismob(thing))
mobs += thing
hearturfs |= get_turf(thing)
//A list of every mob with a client
for(var/mob in GLOB.player_list)
if(!ismob(mob))
GLOB.player_list -= mob
continue
//VOREStation Edit End - Trying to fix some vorestation bug.
if(get_turf(mob) in hearturfs)
mobs |= mob
continue
var/mob/M = mob
if(M && M.stat == DEAD && remote_ghosts && !M.forbid_seeing_deadchat)
switch(type)
if(1) //Audio messages use ghost_ears
if(M.client?.prefs?.read_preference(/datum/preference/toggle/ghost_ears))
mobs |= M
if(2) //Visual messages use ghost_sight
if(M.client?.prefs?.read_preference(/datum/preference/toggle/ghost_sight))
mobs |= M
//For objects below the top level who still want to hear
for(var/obj in GLOB.listening_objects)
if(get_turf(obj) in hearturfs)
objs |= obj
return list("mobs" = mobs, "objs" = objs)
/proc/inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
var/turf/T
if(X1==X2)
if(Y1==Y2)
return 1 //Light cannot be blocked on same tile
else
var/s = SIGN(Y2-Y1)
Y1+=s
while(Y1!=Y2)
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
Y1+=s
else
var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
var/signX = SIGN(X2-X1)
var/signY = SIGN(Y2-Y1)
if(X1<X2)
b+=m
while(X1!=X2 || Y1!=Y2)
if(round(m*X1+b-Y1))
Y1+=signY //Line exits tile vertically
else
X1+=signX //Line exits tile horizontally
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
return 1
/proc/flick_overlay(image/I, list/show_to, duration, gc_after)
for(var/client/C in show_to)
C.images += I
spawn(duration)
if(gc_after)
qdel(I)
for(var/client/C in show_to)
C.images -= I
/proc/flick_overlay_view(image/I, atom/target, duration, gc_after) //wrapper for the above, flicks to everyone who can see the target atom
var/list/viewing = list()
for(var/mob/M as anything in viewers(target))
if(M.client)
viewing += M.client
flick_overlay(I, viewing, duration, gc_after)
/**
* Helper atom that copies an appearance and exists for a period
*/
/atom/movable/flick_visual
/// Takes the passed in MA/icon_state, mirrors it onto ourselves, and displays that in world for duration seconds
/// Returns the displayed object, you can animate it and all, but you don't own it, we'll delete it after the duration
/atom/proc/flick_overlay_view_atom(mutable_appearance/display, duration)
if(!display)
return null
var/mutable_appearance/passed_appearance = \
istext(display) \
? mutable_appearance(icon, display, layer) \
: display
// If you don't give it a layer, we assume you want it to layer on top of this atom
// Because this is vis_contents, we need to set the layer manually (you can just set it as you want on return if this is a problem)
if(passed_appearance.layer == FLOAT_LAYER)
passed_appearance.layer = layer + 0.1
// This is faster then pooling. I promise
var/atom/movable/flick_visual/visual = new()
visual.appearance = passed_appearance
visual.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
// I hate /area
var/atom/movable/lies_to_children = src
lies_to_children.vis_contents += visual
QDEL_IN_CLIENT_TIME(visual, duration)
return visual
/area/flick_overlay_view_atom(mutable_appearance/display, duration)
return
/proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)
if(!Aturf || !Bturf)
return 0
if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
return 1
else
return 0
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the GLOB.cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)
/proc/get_mob_by_key(var/key)
for(var/mob/M in GLOB.mob_list)
if(M.ckey == lowertext(key))
return M
return null
// Will return a list of active candidates. It increases the buffer 5 times until it finds a candidate which is active within the buffer.
/proc/get_active_candidates(var/buffer = 1)
var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
var/i = 0
while(candidates.len <= 0 && i < 5)
for(var/mob/observer/dead/G in GLOB.player_list)
if(((G.client.inactivity/10)/60) <= buffer + i) // the most active players are more likely to become an alien
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
i++
return candidates
// Same as above but for alien candidates.
/proc/get_alien_candidates()
var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
var/i = 0
while(candidates.len <= 0 && i < 5)
for(var/mob/observer/dead/G in GLOB.player_list)
if(G.client.prefs.be_special & BE_ALIEN)
if(((G.client.inactivity/10)/60) <= ALIEN_SELECT_AFK_BUFFER + i) // the most active players are more likely to become an alien
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
i++
return candidates
/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
if(!isobj(O)) O = new /atom/movable/screen/text()
O.maptext = maptext
O.maptext_height = maptext_height
O.maptext_width = maptext_width
O.screen_loc = screen_loc
return O
/proc/Show2Group4Delay(obj/O, list/group, delay=0)
if(!isobj(O)) return
if(!group) group = GLOB.clients
for(var/client/C in group)
C.screen += O
if(delay)
spawn(delay)
for(var/client/C in group)
C.screen -= O
/datum/projectile_data
var/src_x
var/src_y
var/time
var/distance
var/power_x
var/power_y
var/dest_x
var/dest_y
/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
var/power_x, var/power_y, var/dest_x, var/dest_y)
src.src_x = src_x
src.src_y = src_y
src.time = time
src.distance = distance
src.power_x = power_x
src.power_y = power_y
src.dest_x = dest_x
src.dest_y = dest_y
/proc/projectile_trajectory(var/src_x, var/src_y, var/rotation, var/angle, var/power)
// returns the destination (Vx,y) that a projectile shot at [src_x], [src_y], with an angle of [angle],
// rotated at [rotation] and with the power of [power]
// Thanks to VistaPOWA for this function
var/power_x = power * cos(angle)
var/power_y = power * sin(angle)
var/time = 2* power_y / 10 //10 = g
var/distance = time * power_x
var/dest_x = src_x + distance*sin(rotation);
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
/proc/GetRedPart(const/hexa)
return hex2num(copytext(hexa,2,4))
/proc/GetGreenPart(const/hexa)
return hex2num(copytext(hexa,4,6))
/proc/GetBluePart(const/hexa)
return hex2num(copytext(hexa,6,8))
/proc/GetHexColors(const/hexa)
return list(
GetRedPart(hexa),
GetGreenPart(hexa),
GetBluePart(hexa)
)
/proc/MixColors(const/list/colors)
var/list/reds = list()
var/list/blues = list()
var/list/greens = list()
var/list/weights = list()
for (var/i = 0, ++i <= colors.len)
reds.Add(GetRedPart(colors[i]))
blues.Add(GetBluePart(colors[i]))
greens.Add(GetGreenPart(colors[i]))
weights.Add(1)
var/r = mixOneColor(weights, reds)
var/g = mixOneColor(weights, greens)
var/b = mixOneColor(weights, blues)
return rgb(r,g,b)
/proc/mixOneColor(var/list/weight, var/list/color)
if (!weight || !color || length(weight)!=length(color))
return 0
var/contents = length(weight)
var/i
//normalize weights
var/listsum = 0
for(i=1; i<=contents; i++)
listsum += weight[i]
for(i=1; i<=contents; i++)
weight[i] /= listsum
//mix them
var/mixedcolor = 0
for(i=1; i<=contents; i++)
mixedcolor += weight[i]*color[i]
mixedcolor = round(mixedcolor)
//until someone writes a formal proof for this algorithm, let's keep this in
// if(mixedcolor<0x00 || mixedcolor>0xFF)
// return 0
//that's not the kind of operation we are running here, nerd
mixedcolor=min(max(mixedcolor,0),255)
return mixedcolor
/**
* Gets the highest and lowest pressures from the tiles in GLOB.cardinal directions
* around us, then checks the difference.
*/
/proc/getOPressureDifferential(var/turf/loc)
var/minp=16777216;
var/maxp=0;
for(var/dir in GLOB.cardinal)
var/turf/simulated/T=get_turf(get_step(loc,dir))
var/cp=0
if(T && istype(T) && T.zone)
var/datum/gas_mixture/environment = T.return_air()
cp = environment.return_pressure()
else
if(istype(T,/turf/simulated))
continue
if(cp<minp)minp=cp
if(cp>maxp)maxp=cp
return abs(minp-maxp)
/proc/convert_k2c(var/temp)
return ((temp - T0C))
/proc/convert_c2k(var/temp)
return ((temp + T0C))
/proc/getCardinalAirInfo(var/turf/loc, var/list/stats=list("temperature"))
var/list/temps = new/list(4)
for(var/dir in GLOB.cardinal)
var/direction
switch(dir)
if(NORTH)
direction = 1
if(SOUTH)
direction = 2
if(EAST)
direction = 3
if(WEST)
direction = 4
var/turf/simulated/T=get_turf(get_step(loc,dir))
var/list/rstats = new /list(stats.len)
if(T && istype(T) && T.zone)
var/datum/gas_mixture/environment = T.return_air()
for(var/i=1;i<=stats.len;i++)
if(stats[i] == "pressure")
rstats[i] = environment.return_pressure()
else
rstats[i] = environment.vars[stats[i]]
else if(istype(T, /turf/simulated))
rstats = null // Exclude zone (wall, door, etc).
else if(istype(T, /turf))
// Should still work. (/turf/return_air())
var/datum/gas_mixture/environment = T.return_air()
for(var/i=1;i<=stats.len;i++)
if(stats[i] == "pressure")
rstats[i] = environment.return_pressure()
else
rstats[i] = environment.vars[stats[i]]
temps[direction] = rstats
return temps
///Flash the window of a player
/proc/window_flash(client/flashed_client, ignorepref = FALSE)
if(ismob(flashed_client))
var/mob/player_mob = flashed_client
if(player_mob.client)
flashed_client = player_mob.client
if(!flashed_client || (!flashed_client.prefs.read_preference(/datum/preference/toggle/window_flashing) && !ignorepref))
return
winset(flashed_client, "mainwindow", "flash=5")
/**
* Get a bounding box of a list of atoms.
*
* Arguments:
* - atoms - List of atoms. Can accept output of view() and range() procs.
*
* Returns: list(x1, y1, x2, y2)
*/
/proc/get_bbox_of_atoms(list/atoms)
var/list/list_x = list()
var/list/list_y = list()
for(var/_a in atoms)
var/atom/a = _a
list_x += a.x
list_y += a.y
return list(
min(list_x),
min(list_y),
max(list_x),
max(list_y))
// Will recursively loop through an atom's contents and check for mobs, then it will loop through every atom in that atom's contents.
// It will keep doing this until it checks every content possible. This will fix any problems with mobs, that are inside objects,
// being unable to hear people due to being in a box within a bag.
/proc/recursive_mob_check(var/atom/O, var/list/L = list(), var/recursion_limit = 3, var/client_check = 1, var/sight_check = 1, var/include_radio = 1)
//GLOB.debug_mob += O.contents.len
if(!recursion_limit)
return L
for(var/atom/A in O.contents)
if(ismob(A))
var/mob/M = A
if(client_check && !M.client)
L |= recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
continue
if(sight_check && !isInSight(A, O))
continue
L |= M
//log_world("[recursion_limit] = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])")
else if(include_radio && istype(A, /obj/item/radio))
if(sight_check && !isInSight(A, O))
continue
L |= A
if(isobj(A) || ismob(A))
L |= recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
return L
// The old system would loop through lists for a total of 5000 per function call, in an empty server.
// This new system will loop at around 1000 in an empty server.
/proc/get_mobs_in_view(var/R, var/atom/source, var/include_clientless = FALSE)
// Returns a list of mobs in range of R from source. Used in radio and say code.
var/turf/T = get_turf(source)
var/list/hear = list()
if(!T)
return hear
var/list/range = hear(R, T)
for(var/atom/A in range)
if(ismob(A))
var/mob/M = A
if(M.client || include_clientless)
hear += M
//log_world("Start = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])")
else if(istype(A, /obj/item/radio))
hear += A
if(isobj(A) || ismob(A))
hear |= recursive_mob_check(A, hear, 3, 1, 0, 1)
return hear
/proc/get_belly(var/atom/A) // return a belly we're in, one way or another; and if we aren't (or are too deep to comprehend being in belly), returns null
var/atom/loc_check = A.loc
var/recursion_level = 0
while(loc_check && !isbelly(loc_check) && !isturf(loc_check))
if(recursion_level > 7) // abstractly picked number, but basically means we tried going 8 levels up. Something is wrong if youre THAT deep anyway
break
loc_check = loc_check.loc
recursion_level++
if(isbelly(loc_check))
return loc_check
return null
/proc/get_all_prey_recursive(var/mob/living/L, var/client_check = 1) // returns all prey inside the target as well all prey of target's prey, as well as all prey inside target's prey, etc.
var/list/result = list()
if(!istype(L) || !(L.vore_organs) || !(L.vore_organs.len))
return result
for(var/obj/belly/B in L.vore_organs)
for(var/mob/living/P in B.contents)
if(istype(P))
if(client_check && P.client)
result |= P
result |= get_all_prey_recursive(P, client_check)
return result
/proc/random_color(saturated) //Returns a random color. If saturated is true, it will avoid pure white or pure black
var/r = rand(1,255)
var/g = rand(1,255)
var/b = rand(1,255)
if(saturated) //Let's make sure we don't get too close to pure black or pure white, as they won't look good with grayscale sprites
if(r + g + b < 50)
r = r + rand(5,20)
g = g + rand(5,20)
b = b + rand(5,20)
else if (r + g + b > 700)
r = r - rand(5,50)
g = g - rand(5,50)
b = b - rand(5,50)
var/color = rgb(r, g, b)
return color
/proc/remove_image_from_client(image/image, client/remove_from)
remove_from?.images -= image