2 unique cases of simplemob hands causimg debug spam just because they are not in line with regular hands,
as in they do not properly reference hud, this ned proc for add overlays handles these runtimes.
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!
Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.
Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.
There's no longer a weird horrible frame
Space now renders (at the cost of some kinda weird lookin stuff in the multicam room but w/e)
Fixed an exploit involving getting AI eyes qdel'd that disabled static for all other eyes - this would allow you to see into maintenance, for instance, completely bypassing all AI limitations. HUGE exploit.
Fixes the undefined icon resulting in this:

Fixes the two buttons being misaligned with the UI.
Fixes double-clicking inside the AI PiP room teleporting the AI Eye out to the room and completely breaking the view. Do note that double-clicking no longer works at all inside the multi-cam room, as a tradeoff for completely preventing UI breaks.