Skip to content

Commit

Permalink
refactor : turn some "# and use the proper define from colour.dm for …
Browse files Browse the repository at this point in the history
…21 files. (#5553)

# About the pull request
small PR...
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
refactor: turn some "# and use the proper define from colour.dm for 21
files.
/:cl:

Co-authored-by: Julien <[email protected]>
Co-authored-by: harryob <[email protected]>
  • Loading branch information
3 people committed Jan 30, 2024
1 parent 22ed0d4 commit b27c024
Show file tree
Hide file tree
Showing 21 changed files with 41 additions and 41 deletions.
8 changes: 4 additions & 4 deletions code/__HELPERS/icons.dm
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@ icon/MinColors(icon)
icon/MaxColors(icon)
The icon is blended with a second icon where the maximum of each RGB pixel is the result.
Opacity may increase, as if the icons were blended with ICON_OR. You may supply a color in place of an icon.
icon/Opaque(background = "#000000")
icon/Opaque(background = COLOR_BLACK)
All alpha values are set to 255 throughout the icon. Transparent pixels become black, or whatever background color you specify.
icon/BecomeAlphaMask()
You can convert a simple grayscale icon into an alpha mask to use with other icons very easily with this proc.
Expand Down Expand Up @@ -246,7 +246,7 @@ world

/icon/proc/AddAlphaMask(mask)
var/icon/M = new(mask)
M.Blend("#ffffff", ICON_SUBTRACT)
M.Blend(COLOR_WHITE, ICON_SUBTRACT)
// apply mask
Blend(M, ICON_ADD)

Expand Down Expand Up @@ -544,7 +544,7 @@ world
return flat_icon

/proc/adjust_brightness(color, value)
if (!color) return "#FFFFFF"
if (!color) return COLOR_WHITE
if (!value) return color

var/list/RGB = ReadRGB(color)
Expand Down Expand Up @@ -581,7 +581,7 @@ world
if(A)
A.overlays.Remove(src)

/mob/proc/flick_heal_overlay(time, color = "#00FF00") //used for warden and queen healing
/mob/proc/flick_heal_overlay(time, color = COLOR_GREEN) //used for warden and queen healing
var/image/I = image('icons/mob/mob.dmi', src, "heal_overlay")
switch(icon_size)
if(48)
Expand Down
4 changes: 2 additions & 2 deletions code/_onclick/hud/fullscreen.dm
Original file line number Diff line number Diff line change
Expand Up @@ -212,13 +212,13 @@
/atom/movable/screen/fullscreen/lighting_backdrop/lit_secondary
invisibility = INVISIBILITY_LIGHTING
layer = BACKGROUND_LAYER + LIGHTING_PRIMARY_DIMMER_LAYER
color = "#000"
color = COLOR_BLACK
alpha = 60

/atom/movable/screen/fullscreen/lighting_backdrop/backplane
invisibility = INVISIBILITY_LIGHTING
layer = LIGHTING_BACKPLANE_LAYER
color = "#000"
color = COLOR_BLACK
blend_mode = BLEND_ADD

/atom/movable/screen/fullscreen/see_through_darkness
Expand Down
2 changes: 1 addition & 1 deletion code/_onclick/hud/human.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
/datum/hud/human
var/list/gear = list()

/datum/hud/human/New(mob/living/carbon/human/owner, datum/custom_hud/hud_type, ui_color = "#ffffff", ui_alpha = 255)
/datum/hud/human/New(mob/living/carbon/human/owner, datum/custom_hud/hud_type, ui_color = COLOR_WHITE, ui_alpha = 255)
..()
ui_datum = hud_type
if(!istype(ui_datum))
Expand Down
10 changes: 5 additions & 5 deletions code/datums/_atmos_setup.dm
Original file line number Diff line number Diff line change
Expand Up @@ -6,11 +6,11 @@
// atmospherics devices.
//--------------------------------------------

#define PIPE_COLOR_GREY "#ffffff" //yes white is grey
#define PIPE_COLOR_RED "#ff0000"
#define PIPE_COLOR_BLUE "#0000ff"
#define PIPE_COLOR_CYAN "#00ffff"
#define PIPE_COLOR_GREEN "#00ff00"
#define PIPE_COLOR_GREY COLOR_WHITE //yes white is grey
#define PIPE_COLOR_RED COLOR_RED
#define PIPE_COLOR_BLUE COLOR_BLUE
#define PIPE_COLOR_CYAN COLOR_CYAN
#define PIPE_COLOR_GREEN COLOR_GREEN
#define PIPE_COLOR_YELLOW "#ffcc00"
#define PIPE_COLOR_PURPLE "#5c1ec0"

Expand Down
4 changes: 2 additions & 2 deletions code/datums/custom_hud.dm
Original file line number Diff line number Diff line change
Expand Up @@ -82,7 +82,7 @@
var/coords_x = splittext(coords[1], ":")
return "[coords_x[1]]:[text2num(coords_x[2])+A.hud_offset],[coords[2]]"

/datum/custom_hud/proc/special_behaviour(datum/hud/element, ui_alpha = 255, ui_color = "#ffffff")
/datum/custom_hud/proc/special_behaviour(datum/hud/element, ui_alpha = 255, ui_color = COLOR_WHITE)
return

/datum/custom_hud/old
Expand Down Expand Up @@ -131,7 +131,7 @@
var/coord_row_offset = -8
return "EAST[coord_col]:[coord_col_offset],NORTH[coord_row]:[coord_row_offset]"

/datum/custom_hud/dark/special_behaviour(datum/hud/element, ui_alpha = 255, ui_color = "#ffffff")
/datum/custom_hud/dark/special_behaviour(datum/hud/element, ui_alpha = 255, ui_color = COLOR_WHITE)
element.frame_hud = new /atom/movable/screen()
element.frame_hud.icon = ui_frame_icon
element.frame_hud.icon_state = "dark"
Expand Down
2 changes: 1 addition & 1 deletion code/datums/entities/clans.dm
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ BSQL_PROTECT_DATUM(/datum/entity/clan)
)

/datum/entity_meta/clan/on_insert(datum/entity/clan/player_clan)
player_clan.color = "#FFFFFF"
player_clan.color = COLOR_WHITE

player_clan.save()

Expand Down
8 changes: 4 additions & 4 deletions code/datums/entities/player_times.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@

// Untracked vars
var/bgcolor = "#4a4a4a"
var/textcolor = "#ffffff"
var/textcolor = COLOR_WHITE

BSQL_PROTECT_DATUM(/datum/entity/player_time)

Expand Down Expand Up @@ -62,7 +62,7 @@ BSQL_PROTECT_DATUM(/datum/entity/player_time)
"job" = role_id,
"playtime" = round(total_minutes MINUTES_TO_HOURS, 0.1),
"bgcolor" = "rgb(0, [Floor(128 * playtime_percentage)], [Floor(255 * playtime_percentage)])",
"textcolor" = "#FFFFFF",
"textcolor" = COLOR_WHITE,
"icondisplay" = icon_display
)

Expand Down Expand Up @@ -103,14 +103,14 @@ BSQL_PROTECT_DATUM(/datum/entity/player_time)
"job" = "Xenomorph",
"playtime" = round(owning_client.get_total_xeno_playtime() DECISECONDS_TO_HOURS, 0.1),
"bgcolor" = "#3a3a3a",
"textcolor" = "#FFFFFF"
"textcolor" = COLOR_WHITE
)

var/list/marine_playtime = list(
"job" = "Human",
"playtime" = round(owning_client.get_total_human_playtime() DECISECONDS_TO_HOURS, 0.1),
"bgcolor" = "#3a3a3a",
"textcolor" = "#FFFFFF"
"textcolor" = COLOR_WHITE
)

LAZYADD(xeno_playtimes, list(xeno_playtime))
Expand Down
2 changes: 1 addition & 1 deletion code/datums/langchat/langchat.dm
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/atom/var/langchat_height = 32 // abovetile usually
/atom/var/langchat_color = "#FFFFFF"
/atom/var/langchat_color = COLOR_WHITE
/atom/var/langchat_styles = ""

/mob/living/carbon/xenomorph/langchat_color = "#b491c8"
Expand Down
2 changes: 1 addition & 1 deletion code/game/objects/effects/decals/cleanable/blood/xeno.dm
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@
basecolor = BLOOD_COLOR_XENO

/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
color = "#FFFFFF"
color = COLOR_WHITE

/obj/effect/decal/cleanable/blood/gibs/xeno/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
Expand Down
2 changes: 1 addition & 1 deletion code/game/objects/items/handcuffs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -116,7 +116,7 @@
color = "#00DDDD"

/obj/item/handcuffs/cable/white
color = "#FFFFFF"
color = COLOR_WHITE

/obj/item/handcuffs/cable/attackby(obj/item/I, mob/user as mob)
..()
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
name = "synthetic flesh"
desc = "A slab of artificial, inorganic 'flesh' that resembles human meat. Probably came from a synth."
icon_state = "synthmeat"
filling_color = "#ffffff"
filling_color = COLOR_WHITE

/obj/item/reagent_container/food/snacks/meat/synthmeat/synthetic/Initialize()
. = ..()
Expand Down
2 changes: 1 addition & 1 deletion code/modules/asset_cache/asset_list_items.dm
Original file line number Diff line number Diff line change
Expand Up @@ -323,7 +323,7 @@
if(icon_state in icon_states(icon_file))
I = icon(icon_file, icon_state, SOUTH)
var/c = initial(item.color)
if (!isnull(c) && c != "#FFFFFF")
if (!isnull(c) && c != COLOR_WHITE)
I.Blend(c, ICON_MULTIPLY)
else
if (ispath(k, /obj/effect/essentials_set))
Expand Down
2 changes: 1 addition & 1 deletion code/modules/asset_cache/assets/vending.dm
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@

var/icon/I = icon(icon_file, icon_state, SOUTH)
var/c = initial(item.color)
if (!isnull(c) && c != "#FFFFFF")
if (!isnull(c) && c != COLOR_WHITE)
I.Blend(c, ICON_MULTIPLY)

var/imgid = replacetext(replacetext("[item]", "/obj/item/", ""), "/", "-")
Expand Down
2 changes: 1 addition & 1 deletion code/modules/client/preferences.dm
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,7 @@ GLOBAL_LIST_INIT(bgstate_options, list(
var/chat_display_preferences = CHAT_TYPE_ALL
var/item_animation_pref_level = SHOW_ITEM_ANIMATIONS_ALL
var/pain_overlay_pref_level = PAIN_OVERLAY_BLURRY
var/UI_style_color = "#ffffff"
var/UI_style_color = COLOR_WHITE
var/UI_style_alpha = 255
var/View_MC = FALSE
var/window_skin = 0
Expand Down
2 changes: 1 addition & 1 deletion code/modules/cm_preds/yaut_bracers.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1061,7 +1061,7 @@
var/span_class = "yautja_translator"
if(translator_type != "Modern")
if(translator_type == "Retro")
overhead_color = "#FFFFFF"
overhead_color = COLOR_WHITE
span_class = "retro_translator"
msg = replacetext(msg, "a", "@")
msg = replacetext(msg, "e", "3")
Expand Down
2 changes: 1 addition & 1 deletion code/modules/lighting/lighting_mask/lighting_mask.dm
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,7 @@
current_angle = angle

///Setter proc for colors
/atom/movable/lighting_mask/proc/set_color(colour = "#ffffff")
/atom/movable/lighting_mask/proc/set_color(colour = COLOR_WHITE)
color = colour

///Setter proc for the intensity of the mask
Expand Down
14 changes: 7 additions & 7 deletions code/modules/lighting/lighting_mask/shadow_calculator.dm
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@
} while (FALSE)

//For debugging use when we want to know if a turf is being affected multiple times
//#define DEBUG_HIGHLIGHT(x, y, colour) do{var/turf/T=locate(x,y,2);if(T){switch(T.color){if("#ff0000"){T.color = "#00ff00"}if("#00ff00"){T.color="#0000ff"}else{T.color="#ff0000"}}}}while(0)
//#define DEBUG_HIGHLIGHT(x, y, colour) do{var/turf/T=locate(x,y,2);if(T){switch(T.color){if(COLOR_RED){T.color = COLOR_GREEN}if(COLOR_GREEN){T.color=COLOR_BLUE}else{T.color=COLOR_RED}}}}while(0)
#define DO_SOMETHING_IF_DEBUGGING_SHADOWS(something) something
#else
#define DEBUG_HIGHLIGHT(x, y, colour)
Expand Down Expand Up @@ -148,7 +148,7 @@
//At this point we no longer care about
//the atom itself, only the position values
COORD_LIST_ADD(opaque_atoms_in_view, thing.x, thing.y)
DEBUG_HIGHLIGHT(thing.x, thing.y, "#0000FF")
DEBUG_HIGHLIGHT(thing.x, thing.y, COLOR_BLUE)

//We are too small to consider shadows on, luminsoty has been considered at least.
if(radius < 2)
Expand Down Expand Up @@ -213,7 +213,7 @@

shadow.icon = LIGHTING_ICON_BIG
shadow.icon_state = "triangle"
shadow.color = "#000"
shadow.color = COLOR_BLACK
shadow.transform = triangle_matrix
shadow.render_target = SHADOW_RENDER_TARGET
shadow.blend_mode = BLEND_OVERLAY
Expand Down Expand Up @@ -639,18 +639,18 @@
if(length(group) == 1)
//Add the element in group to horizontal
COORD_LIST_ADD(horizontal_atoms, pointer, text2num(x_key))
DEBUG_HIGHLIGHT(text2num(x_key), pointer, "#FFFF00")
DEBUG_HIGHLIGHT(text2num(x_key), pointer, COLOR_YELLOW)
else
//Add the group to the output
. += list(group)
group = list()
group += list(list(text2num(x_key), next))
DEBUG_HIGHLIGHT(text2num(x_key), next, "#FF0000")
DEBUG_HIGHLIGHT(text2num(x_key), next, COLOR_RED)
pointer = next
if(length(group) == 1)
//Add the element in group to horizontal
COORD_LIST_ADD(horizontal_atoms, pointer, text2num(x_key))
DEBUG_HIGHLIGHT(text2num(x_key), pointer, "#FFFF00")
DEBUG_HIGHLIGHT(text2num(x_key), pointer, COLOR_YELLOW)
else
//Add the group to the output
. += list(group)
Expand All @@ -666,7 +666,7 @@
. += list(group)
group = list()
group += list(list(next, text2num(y_key)))
DEBUG_HIGHLIGHT(next, text2num(y_key), "#00FF00")
DEBUG_HIGHLIGHT(next, text2num(y_key), COLOR_GREEN)
pointer = next
. += list(group)

Expand Down
2 changes: 1 addition & 1 deletion code/modules/maptext_alerts/screen_alerts.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
* * alert_type: typepath for screen text type we want to play here
* * override_color: the color of the text to use
*/
/mob/proc/play_screen_text(text, alert_type = /atom/movable/screen/text/screen_text, override_color = "#FFFFFF")
/mob/proc/play_screen_text(text, alert_type = /atom/movable/screen/text/screen_text, override_color = COLOR_WHITE)
var/atom/movable/screen/text/screen_text/text_box = new alert_type()
text_box.text_to_play = text
text_box.player = client
Expand Down
2 changes: 1 addition & 1 deletion code/modules/maptext_alerts/text_blurbs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -90,7 +90,7 @@ blurb_key = a key used for specific blurb types so they are not shown repeatedly
ignore_key = used to skip key checks. Ex. a USCM ERT member shouldn't see the normal USCM drop message,
but should see their own spawn message even if the player already dropped as USCM.**/
/proc/show_blurb(list/mob/targets, duration = 3 SECONDS, message, scroll_down, screen_position = "LEFT+0:16,BOTTOM+1:16",\
text_alignment = "left", text_color = "#FFFFFF", blurb_key, ignore_key = FALSE, speed = 1)
text_alignment = "left", text_color = COLOR_WHITE, blurb_key, ignore_key = FALSE, speed = 1)
set waitfor = 0
if(!islist(targets))
targets = list(targets)
Expand Down
6 changes: 3 additions & 3 deletions code/modules/mob/living/carbon/human/species/synthetic.dm
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@
uses_ethnicity = FALSE
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES)

hair_color = "#000000"
hair_color = COLOR_BLACK
icobase = 'icons/mob/humans/species/r_synthetic.dmi'
deform = 'icons/mob/humans/species/r_synthetic.dmi'

Expand Down Expand Up @@ -99,7 +99,7 @@
uses_ethnicity = FALSE
mob_inherent_traits = list(TRAIT_SUPER_STRONG, TRAIT_INTENT_EYES)
//sets colonial_gen_one synth's hair to black
hair_color = "#000000"
hair_color = COLOR_BLACK
//sets colonial_gen_one synth's icon to WJ sprite
icobase = 'icons/mob/humans/species/r_synthetic.dmi'
deform = 'icons/mob/humans/species/r_synthetic.dmi'
Expand All @@ -114,7 +114,7 @@
burn_mod = 0.6 //made for combat
total_health = 250 //made for combat

hair_color = "#000000"
hair_color = COLOR_BLACK
icobase = 'icons/mob/humans/species/r_synthetic.dmi'
deform = 'icons/mob/humans/species/r_synthetic.dmi'

Expand Down
2 changes: 1 addition & 1 deletion code/modules/projectiles/magazines/shotguns.dm
Original file line number Diff line number Diff line change
Expand Up @@ -218,7 +218,7 @@ GLOBAL_LIST_INIT(shotgun_handfuls_12g, list(
. = ..()
icon_state = "shell_greyscale" + "_[current_rounds]"
var/image/I = image(icon, src, "+shell_base_[src.current_rounds]")
I.color = "#ffffff"
I.color = COLOR_WHITE
I.appearance_flags = RESET_COLOR|KEEP_APART
overlays += I

Expand Down

0 comments on commit b27c024

Please sign in to comment.