author | Xeli |
Fri, 27 Apr 2012 23:39:01 +0200 | |
changeset 6949 | 615cc50903c8 |
parent 6937 | 7f77fa908a4e |
child 6952 | 7f70f37bbf08 |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2005-2012 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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*/ |
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||
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#if !defined(TARGET_OS_IPHONE) |
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#include <QString> |
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#include <QDir> |
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#include <QStringList> |
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#include <QPair> |
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|
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- Implement ThemesModel (load theme icons once, store in memory, don't reload from disk every time selection changes)
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extern QString * cProtoVer; |
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extern QString * cVersionString; |
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extern QString * cDataDir; |
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extern QString * cConfigDir; |
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extern QDir * bindir; |
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extern QDir * cfgdir; |
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extern QDir * datadir; |
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||
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extern bool custom_config; |
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extern bool custom_data; |
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||
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extern int cMaxTeams; |
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Add server version (which is separate from protocol version) and a check in frontend for a new enough server (currently only qWarning)
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extern int cMinServerVersion; |
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- Implement ThemesModel (load theme icons once, store in memory, don't reload from disk every time selection changes)
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class QStringListModel; |
9d18b61bd3eb
- Implement ThemesModel (load theme icons once, store in memory, don't reload from disk every time selection changes)
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added general scripts to multiplayer and added option for scripts to allow user set schemes or weapon sets.
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extern QStringList * scriptList; |
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extern QString * cDefaultAmmoStore; |
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Implement probability editor for weapon schemes (engine doesn't support that yet)
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extern int cAmmoNumber; |
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extern QList< QPair<QString, QString> > cDefaultAmmos; |
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extern unsigned int colors[]; |
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extern QString * netHost; |
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extern quint16 netPort; |
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Allow build without net game server: introduce -DWITH_SERVER configuration parameter
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|
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Allow build without net game server: introduce -DWITH_SERVER configuration parameter
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extern bool haveServer; |
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extern bool isDevBuild; |
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//Current season, SEASON_NONE by default |
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extern int season; |
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//On the day of hedgewars birthday (Oct 31st) this variable is assigned |
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//with number of years past 2004 (foundation of hedgewars) |
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//Could be used to implement a text/graphic like "This is the xxth birthday of hedgewars" or similar |
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extern int years_since_foundation; |
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||
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#endif |
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cleaning up a little bit more, especially team class. we were leaking teams into heap memory on quick game starts btw
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#define HEDGEHOGS_PER_TEAM 8 |
daffc14a518a
cleaning up a little bit more, especially team class. we were leaking teams into heap memory on quick game starts btw
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5e597b725316
disable campaign button, structure and change sudden death music to hell.ogg
Henek
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#define AMMOLINE_DEFAULT_QT "939192942219912103223511100120100000021111010101111101" |
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#define AMMOLINE_DEFAULT_PROB "040504054160065554655446477657666666615551010111541101" |
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#define AMMOLINE_DEFAULT_DELAY "000000000000020550000004000700400000000022000000060000" |
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#define AMMOLINE_DEFAULT_CRATE "131111031211111112311411111111111111121111110111111101" |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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#define AMMOLINE_CRAZY_QT "999999999999999999299999999999999929999999990999999209" |
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#define AMMOLINE_CRAZY_PROB "111111011111111111111111111111111111111111110111111101" |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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parents:
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#define AMMOLINE_CRAZY_DELAY "000000000000000000000000000000000000000000000000000000" |
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#define AMMOLINE_CRAZY_CRATE "131111031211111112311411111111111111121111010111111101" |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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parents:
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#define AMMOLINE_PROMODE_QT "909000900000000000000900000000000000000000000000000000" |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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#define AMMOLINE_PROMODE_PROB "000000000000000000000000000000000000000000000000000000" |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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#define AMMOLINE_PROMODE_DELAY "000000000000020550000004000700400000000020000000000000" |
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#define AMMOLINE_PROMODE_CRATE "111111111111111111111111111111111111111110010111111101" |
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7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
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#define AMMOLINE_SHOPPA_QT "000000990000000000000000000000000000000000000000000000" |
5771
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by request of shoppa player, remove land spray from shoppa wep set
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#define AMMOLINE_SHOPPA_PROB "444441004424440221011212122242200000000200040001001100" |
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koda
parents:
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#define AMMOLINE_SHOPPA_DELAY "000000000000000000000000000000000000000000000000000000" |
5771
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by request of shoppa player, remove land spray from shoppa wep set
nemo
parents:
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#define AMMOLINE_SHOPPA_CRATE "111111111111111111111111111111111111111110110111111100" |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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#define AMMOLINE_CLEAN_QT "101000900001000001100000000000000000000000000000100000" |
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#define AMMOLINE_CLEAN_PROB "040504054160065554655446477657666666615551010111541101" |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
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#define AMMOLINE_CLEAN_DELAY "000000000000000000000000000000000000000000000000000000" |
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#define AMMOLINE_CLEAN_CRATE "131111031211111112311411111111111111121111110111111101" |
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koda
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7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
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#define AMMOLINE_MINES_QT "000000990009000000030000000000000000000000000000000000" |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
parents:
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#define AMMOLINE_MINES_PROB "000000000000000000000000000000000000000000000000000000" |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
parents:
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#define AMMOLINE_MINES_DELAY "000000000000020550000004000700400000000020000000060000" |
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#define AMMOLINE_MINES_CRATE "111111111111111111111111111111111111111111110111111101" |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
parents:
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#define AMMOLINE_PORTALS_QT "900000900200000000210000000000000011000009000000000000" |
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#define AMMOLINE_PORTALS_PROB "040504054160065554655446477657666666615551010111541101" |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
parents:
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#define AMMOLINE_PORTALS_DELAY "000000000000020550000004000700400000000020000000060000" |
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#define AMMOLINE_PORTALS_CRATE "131111031211111112311411111111111111121111110111111101" |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
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//Different seasons; assigned to season (int) |
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#define SEASON_NONE 0 |
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#define SEASON_CHRISTMAS 2 |
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#define SEASON_HWBDAY 4 |
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#define SEASON_EASTER 8 |
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#define NETGAME_DEFAULT_PORT 46631 |
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||
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// see http://en.wikipedia.org/wiki/List_of_colors |
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set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
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/*define HW_TEAMCOLOR_ARRAY {0xff007fff, /. azure ./ \ |
83cb9dd54469
set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
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0xffdd0000, /. classic red ./ \ |
83cb9dd54469
set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
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0xff3e9321, /. classic green ./ \ |
83cb9dd54469
set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
nemo
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0xffa23dbb, /. classic purple ./ \ |
83cb9dd54469
set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
nemo
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0xffffb347, /. pastel orange ./ \ |
83cb9dd54469
set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
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0xffcfcfc4, /. pastel gray ./ \ |
83cb9dd54469
set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
nemo
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0xffbff000, /. lime ./ \ |
83cb9dd54469
set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
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0xffffef00, /. yellow ./ \ |
6616
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astyle -C -S -L -N --style=allman --recursive "QTfrontend/*.cpp" "QTfrontend/*.h"
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// add new colors here |
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set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
nemo
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0 }*/ |
6309
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
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/* |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
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#define HW_TEAMCOLOR_ARRAY { 0xffd12b42, /. red ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
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changeset
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0xff4980c1, /. blue ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
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126 |
0xff6ab530, /. green ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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127 |
0xffbc64c4, /. purple ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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128 |
0xffe76d14, /. orange ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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129 |
0xff3fb6e6, /. cyan ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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130 |
0xffe3e90c, /. yellow ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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131 |
0xff61d4ac, /. mint ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
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changeset
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132 |
0xfff1c3e1, /. pink ./ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
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changeset
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133 |
// add new colors here |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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134 |
0 }*/ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
|
135 |
/* another set. this one is a merge of mikade/bugq colours w/ a bit of channel feedback */ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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136 |
#define HW_TEAMCOLOR_ARRAY { 0xffff0204, /* red */ \ |
5443
83cb9dd54469
set of 9 colours proposed by bugq - attempting to avoid colours that are hard to distinguish
nemo
parents:
5289
diff
changeset
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137 |
0xff4980c1, /* blue */ \ |
6309
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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138 |
0xff1de6ba, /* teal */ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
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changeset
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139 |
0xffb541ef, /* purple */ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
changeset
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140 |
0xffe55bb0, /* pink */ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
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changeset
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141 |
0xff20bf00, /* green */ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
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changeset
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142 |
0xfffe8b0e, /* orange */ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
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changeset
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143 |
0xff5f3605, /* brown */ \ |
82e846e5d502
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo
parents:
6015
diff
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144 |
0xffffff01, /* yellow */ \ |
5201 | 145 |
/* add new colors here */ \ |
146 |
0 } |