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[MIRROR] Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion [MDB IGNORE] (#9397)
* Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion (#62718) About The Pull Request This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend). 2021-11-09T16-27-26.mp4 Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR. Fixes #59767 TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them. Changelog cl fix: Antag HUDs will no longer clear on deconversion if the player was another antag. qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest. /cl * Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion * Update sol_fed.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
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@@ -212,3 +212,6 @@
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/// Whether or not this client has standard hotkeys enabled
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var/hotkeys = TRUE
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/// Whether or not this client has the combo HUD enabled
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var/combo_hud_enabled = FALSE
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