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-tg- OOP Hud Refactor
- Added 4 new HUD styles - Humans recreate their hud if they change their UI pref mid-game - Refactored how objects are added to the client screen - HUD's are now handled by subtype and mob/proc/create_mob_hud() - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now - Mobs only create/destroy their HUD when necessary, not every Login() - Destroyed aim-mode, it didn't work and I couldn't make it work. - Renamed all of the screen1_x.dmi files to screen_x.dmi - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
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@@ -1,7 +1,7 @@
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/**********************Input and output plates**************************/
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/obj/machinery/mineral/input
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icon = 'icons/mob/screen1.dmi'
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x2"
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name = "Input area"
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density = 0
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@@ -10,7 +10,7 @@
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icon_state = "blank"
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/obj/machinery/mineral/output
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icon = 'icons/mob/screen1.dmi'
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x"
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name = "Output area"
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density = 0
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