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https://github.com/Bubberstation/Bubberstation.git
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More things use trait huds over raw hud management (#93084)
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@@ -74,11 +74,11 @@
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objectives += team.objectives
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finalize_abductor()
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// We don't want abductors to be converted by other antagonists
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owner.add_traits(list(TRAIT_ABDUCTOR_TRAINING, TRAIT_UNCONVERTABLE), ABDUCTOR_ANTAGONIST)
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owner.add_traits(list(TRAIT_ABDUCTOR_TRAINING, TRAIT_ABDUCTOR_HUD, TRAIT_UNCONVERTABLE), ABDUCTOR_ANTAGONIST)
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return ..()
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/datum/antagonist/abductor/on_removal()
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owner.remove_traits(list(TRAIT_ABDUCTOR_TRAINING, TRAIT_UNCONVERTABLE), ABDUCTOR_ANTAGONIST)
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owner.remove_traits(list(TRAIT_ABDUCTOR_TRAINING, TRAIT_ABDUCTOR_HUD, TRAIT_UNCONVERTABLE), ABDUCTOR_ANTAGONIST)
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return ..()
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/datum/antagonist/abductor/greet()
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@@ -1151,14 +1151,13 @@ GLOBAL_VAR_INIT(narsie_summon_count, 0)
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empulse(T, 0.42*(intensity), 1)
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var/list/images = list()
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var/datum/atom_hud/sec_hud = GLOB.huds[DATA_HUD_SECURITY_ADVANCED]
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for(var/mob/living/M in GLOB.alive_mob_list)
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if(!is_valid_z_level(T, get_turf(M)))
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continue
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if(ishuman(M))
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if(!IS_CULTIST(M))
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sec_hud.hide_from(M)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(hudFix), M), duration)
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ADD_TRAIT(M, TRAIT_BLOCK_SECHUD, CULT_TRAIT)
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addtimer(TRAIT_CALLBACK_REMOVE(M, TRAIT_BLOCK_SECHUD, CULT_TRAIT), duration)
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var/image/A = image('icons/mob/nonhuman-player/cult.dmi',M,"cultist", ABOVE_MOB_LAYER)
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A.override = 1
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add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/noncult, "human_apoc", A, NONE)
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@@ -1235,13 +1234,3 @@ GLOBAL_VAR_INIT(narsie_summon_count, 0)
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if(I.icon_state != "bloodsparkles")
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I.override = TRUE
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sleep(19 SECONDS)
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/proc/hudFix(mob/living/carbon/human/target)
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if(!target || !target.client)
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return
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var/obj/O = target.get_item_by_slot(ITEM_SLOT_EYES)
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if(istype(O, /obj/item/clothing/glasses/hud/security))
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var/datum/atom_hud/sec_hud = GLOB.huds[DATA_HUD_SECURITY_ADVANCED]
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sec_hud.show_to(target)
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@@ -85,8 +85,8 @@
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if(istype(equip_to.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/uniform = equip_to.w_uniform
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uniform.sensor_mode = NO_SENSORS
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uniform.has_sensor = NO_SENSORS
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uniform.set_sensor_mode(SENSOR_OFF)
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uniform.set_has_sensor(NO_SENSORS)
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/datum/outfit/russian_hunter/leader
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name = "Russian Hunter Leader"
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@@ -50,9 +50,8 @@
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//dont want anyone noticing there's two now
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var/mob/living/carbon/human/clone_human = owner.current
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var/obj/item/clothing/under/sensor_clothes = clone_human.w_uniform
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if(sensor_clothes)
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sensor_clothes.sensor_mode = SENSOR_OFF
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clone_human.update_suit_sensors()
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if(istype(sensor_clothes))
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sensor_clothes.set_sensor_mode(SENSOR_OFF)
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// Perform a quick copy of existing memories.
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// This may result in some minutely imperfect memories, but it'll do
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@@ -25,10 +25,9 @@
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outfit_id.update_icon()
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var/obj/item/clothing/under/pirate_uniform = equipped.w_uniform
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if(pirate_uniform)
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pirate_uniform.has_sensor = NO_SENSORS
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pirate_uniform.sensor_mode = SENSOR_OFF
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equipped.update_suit_sensors()
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if(istype(pirate_uniform))
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pirate_uniform.set_has_sensor(NO_SENSORS)
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pirate_uniform.set_sensor_mode(SENSOR_OFF)
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/datum/outfit/pirate/captain
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name = "Space Pirate Captain"
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