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Fixes an 8 year old bug which colored your HUDs with you (#88667)
## About The Pull Request Partially a port of https://github.com/DaedalusDock/daedalusdock/pull/1163 which is a port of my own code from bitbus Closes #88579 Instead of manually setting hud images and positioning we now can use set_hud_image_state which also updates their position to ensure that they scale with the owner atom. HUDs had RESET_COLOR and RESET_TRANSFORM but no KEEP_APART, so they were stuck with mobs all this time. I replaced RESET_TRANSFORM with PIXEL_SCALE (shouldn't be reserved to mob huds only to be honest) and added KEEP_APART, so that HUDs still scale/rotate with their owner but don't inherit their color. Also fixed the dragon issue, that's where this PR actually started. Closes https://github.com/tgstation/tgstation/issues/45411 ## Why It's Good For The Game I don't want my HUDs to be pretty pink when I make a barbie Clarke. ## Changelog 🆑 refactor: Rewrote some of HUD code so they're no longer colored in their owner's color fix: Space dragons no longer turn invisible when toggling seethrough mode /🆑
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@@ -443,7 +443,7 @@
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var/size_matrix = matrix()
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if(size_calc_target)
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layer = size_calc_target.layer + 0.01
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size_matrix = matrix() * (size_calc_target.get_cached_height()/ICON_SIZE_Y)
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size_matrix = matrix() * (size_calc_target.get_visual_height() / ICON_SIZE_Y)
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transform = size_matrix //scale the bleed overlay's size based on the target's icon size
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var/matrix/M = transform
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if(shrink)
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