mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +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:
39
code/modules/chemical/Chemistry-Colours.dm
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39
code/modules/chemical/Chemistry-Colours.dm
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@@ -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"
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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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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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// 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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overlay.icon += finalcolor
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if(user || !istype(src.loc, /turf))
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overlay.layer = 30
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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/glass/beaker/large
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name = "large beaker"
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desc = "A large beaker. Can hold up to 100 units."
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icon_state = "beakerlarge"
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g_amt = 5000
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volume = 100
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25,30,50,100)
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flags = FPRINT | TABLEPASS | OPENCONTAINER
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/obj/item/weapon/reagent_containers/glass/blender_jug
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name = "Blender Jug"
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@@ -1832,70 +1795,6 @@
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if(76 to 100)
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icon_state = "blender_jug_f"
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/obj/item/weapon/reagent_containers/glass/large
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name = "large reagent glass"
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desc = "A large reagent glass. Can hold up to 100 units."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "beakerlarge"
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item_state = "beaker"
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m_amt = 0
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g_amt = 5000
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volume = 100
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25,30,50,100)
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flags = FPRINT | TABLEPASS | OPENCONTAINER
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pickup(mob/user)
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on_reagent_change(user)
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dropped(mob/user)
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on_reagent_change()
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on_reagent_change(var/mob/user)
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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/beaker2.dmi'
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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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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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// 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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overlay.icon += finalcolor
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if(user || !istype(src.loc, /turf))
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overlay.layer = 30
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overlays += overlay
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/obj/item/weapon/reagent_containers/glass/bottle
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name = "bottle"
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desc = "A small bottle."
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