Previously there were a few weapons which had an identical _luma simpleitems color:
- Electro and Porto-O-Launch
- Arc was very similar to the above two
- Mine Layer and Mortar
- Blaster and T.A.G. Seeker (these were also very similar to the above two)
- (New) HLAC and Grappling Hook
- Hagar and Rifle
- (New) MachineGun was very similar to the above two
- Devastator and Tuba
(I've excluded listing overkill weapons above since players shouldn't have those & others at once).
To address this, some duplicate colors were *slightly* modified:
1. Rifle is now more yellow. Chose to shift it in this direction since rifle bullet casings are often more yellow than orange
2. Hagar is now a more saturated orange. This may help distinguish it from (new) MachineGun a bit
3. Port-O-Launch (and thus Ball Stealer) are now a more saturated blue, to distinguish it from Electro
4. Arc is now a paler (whiter) blue to distinguish it from Electro. They have similar secondaries, but the Arc primary fire is quite white, so shifting the color in this direction made the most sense
5. Grappling Hook is now a bit more blue, to distinguish it from the green (new) HLAC
6. Mortar is now more red and a bit more saturated
7. Mine Layer is now a bit more orange
8. T.A.G. Seeker is now more pink to distinguish it from the Blaster and other similarly colored weapons
9. Tuba is now a brighter (whiter) yellow, to distinguish it from the Devastator
/* impulse */ ATTRIB(Arc, impulse, int, 3);
/* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
-/* color */ ATTRIB(Arc, wpcolor, vector, '0.486 0.612 0.922');
+/* color */ ATTRIB(Arc, wpcolor, vector, '0.463 0.612 0.886');
/* modelname */ ATTRIB(Arc, mdl, string, "arc");
#ifdef GAMEQC
/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
/* impulse */ ATTRIB(Hagar, impulse, int, 8);
/* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000);
-/* color */ ATTRIB(Hagar, wpcolor, vector, '0.890 0.569 0.376');
+/* color */ ATTRIB(Hagar, wpcolor, vector, '0.886 0.545 0.345');
/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
#ifdef GAMEQC
/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
/* impulse */ ATTRIB(Hook, impulse, int, 0);
/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
-/* color */ ATTRIB(Hook, wpcolor, vector, '0.506 0.945 0.239');
+/* color */ ATTRIB(Hook, wpcolor, vector, '0.471 0.817 0.392');
/* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
#ifdef GAMEQC
/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
/* impulse */ ATTRIB(MineLayer, impulse, int, 4);
/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000);
-/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.992 0.471 0.396');
+/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.988 0.514 0.392');
/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
#ifdef GAMEQC
/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
/* impulse */ ATTRIB(Mortar, impulse, int, 4);
/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
-/* color */ ATTRIB(Mortar, wpcolor, vector, '0.992 0.471 0.396');
+/* color */ ATTRIB(Mortar, wpcolor, vector, '0.988 0.392 0.314');
/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
#ifdef GAMEQC
/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0);
/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON | WEP_FLAG_NODUAL | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
-/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.408 0.600 0.949');
+/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.404 0.545 0.937');
/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
#ifdef GAMEQC
/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
/* impulse */ ATTRIB(Rifle, impulse, int, 7);
/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000);
-/* color */ ATTRIB(Rifle, wpcolor, vector, '0.890 0.569 0.376');
+/* color */ ATTRIB(Rifle, wpcolor, vector, '0.886 0.620 0.353');
/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
#ifdef GAMEQC
/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
/* impulse */ ATTRIB(Seeker, impulse, int, 8);
/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000);
-/* color */ ATTRIB(Seeker, wpcolor, vector, '0.969 0.443 0.482');
+/* color */ ATTRIB(Seeker, wpcolor, vector, '0.957 0.439 0.533');
/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
#ifdef GAMEQC
/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
/* impulse */ ATTRIB(Tuba, impulse, int, 1);
/* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000);
-/* color */ ATTRIB(Tuba, wpcolor, vector, '0.914 0.745 0.341');
+/* color */ ATTRIB(Tuba, wpcolor, vector, '0.909 0.816 0.345');
/* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
#ifdef GAMEQC
/* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);