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- Their AI has been fixed. Previously, when they began "starving" they would lock up when they located a target. This was because I was only allowing Metroids to attack people when they were only attacked themselves.
- Small stun time added to wrestling Metroids off or beating them off with objects.
- You should now not be able to enter mechas, cryos and sleepers if you have Metroid on your head.
Cargo:
- You can now cancel cargo orders.
Miscellaneous:
- Manifests no longer show "unassigned" for everyone on round start.
- The manifest is updated realtime, in that when new arrivals arrive or a job is changed, the information gets passed onto the central database.
- New arrivals now generate security records, medical records, etc. Jubilations!
- I, perhaps, have increased the efficiency of the reaction system. Preliminary tests confirmed that it's slightly faster, but I worry about whether I may have ruined someone's vision of a perfect multiple reaction system. This "change" is nothing more than adding a break; line to the end of a loop. If this proves too buggy, I'll just revert it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1952 316c924e-a436-60f5-8080-3fe189b3f50e
239 lines
6.5 KiB
Plaintext
239 lines
6.5 KiB
Plaintext
/*
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CONTAINS:
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SPACE CLEANER
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MOP
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*/
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/obj/item/weapon/cleaner/New()
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var/datum/reagents/R = new/datum/reagents(250)
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reagents = R
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R.my_atom = src
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R.add_reagent("cleaner", 250)
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/obj/item/weapon/cleaner/attack(mob/living/carbon/human/M as mob, mob/user as mob)
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return
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/obj/item/weapon/cleaner/afterattack(atom/A as mob|obj, mob/user as mob)
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if (istype(A, /obj/item/weapon/storage/backpack ))
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return
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else if (src.reagents.total_volume < 1)
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user << "\blue [src] is empty!"
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return
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var/obj/decal/D = new/obj/decal(get_turf(src))
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D.create_reagents(5)
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src.reagents.trans_to(D, 5)
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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 = 'chempuff.dmi'
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D.icon += finalcolor
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playsound(src.loc, 'spray2.ogg', 50, 1, -6)
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spawn(0)
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for(var/i=0, i<3, i++)
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step_towards(D,A)
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D.reagents.reaction(get_turf(D))
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for(var/atom/T in get_turf(D))
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D.reagents.reaction(T)
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sleep(3)
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del(D)
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if(isrobot(user)) //Cyborgs can clean forever if they keep charged
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var/mob/living/silicon/robot/janitor = user
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janitor.cell.charge -= 20
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var/refill = src.reagents.get_master_reagent_id()
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spawn(600)
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src.reagents.add_reagent(refill, 10)
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return
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/obj/item/weapon/cleaner/examine()
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set src in usr
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for(var/datum/reagent/R in reagents.reagent_list)
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usr << text("\icon[] [] units of [] left!", src, round(R.volume), R.name)
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//usr << text("\icon[] [] units of cleaner left!", src, src.reagents.total_volume)
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..()
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return
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/obj/item/weapon/chemsprayer/New()
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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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R.add_reagent("cleaner", 10)
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/obj/item/weapon/chemsprayer/attack(mob/living/carbon/human/M as mob, mob/user as mob)
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return
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/obj/item/weapon/chemsprayer/afterattack(atom/A as mob|obj, mob/user as mob)
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if (istype(A, /obj/item/weapon/storage/backpack ))
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return
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else if (src.reagents.total_volume < 1)
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user << "\blue [src] is empty!"
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return
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playsound(src.loc, 'spray2.ogg', 50, 1, -6)
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var/Sprays[3]
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for(var/i=1, i<=3, i++) // intialize sprays
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if(src.reagents.total_volume < 1) break
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var/obj/decal/D = new/obj/decal(get_turf(src))
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D.name = "chemicals"
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D.icon = 'chempuff.dmi'
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D.create_reagents(5)
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src.reagents.trans_to(D, 5)
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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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Sprays[i] = D
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var/direction = get_dir(src, A)
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var/turf/T = get_turf(A)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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for(var/i=1, i<=Sprays.len, i++)
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spawn()
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var/obj/decal/D = Sprays[i]
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if(!D) continue
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// Spreads the sprays a little bit
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var/turf/my_target = pick(the_targets)
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the_targets -= my_target
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for(var/j=1, j<=rand(6,8), j++)
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step_towards(D, my_target)
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D.reagents.reaction(get_turf(D))
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for(var/atom/t in get_turf(D))
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D.reagents.reaction(t)
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sleep(2)
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del(D)
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sleep(1)
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if(isrobot(user)) //Cyborgs can clean forever if they keep charged
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var/mob/living/silicon/robot/janitor = user
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janitor.cell.charge -= 20
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var/refill = src.reagents.get_master_reagent_id()
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spawn(600)
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src.reagents.add_reagent(refill, 10)
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return
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/obj/item/weapon/chemsprayer/examine()
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set src in usr
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usr << text("\icon[] [] units of cleaner left!", src, src.reagents.total_volume)
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..()
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return
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// MOP
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/obj/item/weapon/mop/New()
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var/datum/reagents/R = new/datum/reagents(5)
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reagents = R
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R.my_atom = src
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/obj/item/weapon/mop/afterattack(atom/A, mob/user as mob)
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if (src.reagents.total_volume < 1 || mopcount >= 5)
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user << "\blue Your mop is dry!"
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return
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if (istype(A, /turf/simulated))
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\red <B>[] begins to clean []</B>", user, A), 1)
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sleep(40)
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user << "\blue You have finished mopping!"
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src.reagents.reaction(A,1,10)
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A.clean_blood()
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for(var/obj/rune/R in A)
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del(R)
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for(var/obj/decal/cleanable/crayon/R in A)
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del(R)
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mopcount++
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else if (istype(A, /obj/decal/cleanable/blood) || istype(A, /obj/overlay) || istype(A, /obj/decal/cleanable/xenoblood) || istype(A, /obj/rune) || istype(A,/obj/decal/cleanable/crayon) || istype(A,/obj/decal/cleanable/vomit) )
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\red <B>[user] begins to clean [A]</B>"), 1)
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sleep(20)
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if(A)
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user << "\blue You have finished mopping!"
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var/turf/U = A.loc
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src.reagents.reaction(U)
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if(A) del(A)
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mopcount++
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if(mopcount >= 5) //Okay this stuff is an ugly hack and i feel bad about it.
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spawn(5)
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src.reagents.clear_reagents()
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mopcount = 0
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return
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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
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hi1 = text2ascii(hex, 2)
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lo1 = text2ascii(hex, 3)
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hi2 = text2ascii(hex, 4)
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lo2 = text2ascii(hex, 5)
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hi3 = text2ascii(hex, 6)
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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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