* makes action buttons bindable to keybinds
* i'm just based like that
* zamn
* fix
* More alterations
* bruh
* runtime fix
* fixed up the jank
* Update code/_onclick/hud/action_button.dm
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
* Update code/modules/input/keybindings_procs.dm
---------
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
* proof-of-concept implementation
* clear being_hijacked on death
* it glows in the dark
* oops
* machinery interactions and some fixes
* consistency, correctness, fixes
* stop usage of the \the text macro
* list inits in Initialize
* fix control flow spacing
* review compliance
* event code and some tweaks
* upgradable spell abilities and some tweaks
* how did that happen
* cycle cameras spell
* stat upgrades (no sprites for now)
* tweaking
* sounds
* jecties code
* more tweaks and fixes
* some review stuff
* alt-click user param and charger icon fix
* Remove unused default amounts in objectives
* Comply with sirryan review (part 1)
* Move isapc definition
* Add autodoc comments to all pulse_demon vars
* Give random number in name on init
* Fix merge conflicts
* Remove pulse demon from traitors on Destroy
* Fix mulebot relaymove override
* Fix airlock TGUI actions
* Fix loop over mobs in cablehop
* Attempt to fix overload runtime
* Half-fix gun cooldown issue
* Fix chat related issues
* Attempt to fix overload runtime (take 2)
* Make ion projectiles collide
* Tweak pulse demon speed
* Make demon survive loc being deleted
* Send message when saved by self-sustaining
* Fix vv_edit_var for charge
* Stop people disabling hijacked bots
* Make demon lose more health when not on wires
* Increase costs of stat upgrades
* Allow demon to change its drain speed
* Stop demon obliterating xenos
* Comply with review (partial)
* Fix issues pointed out in reviews
* Allow demon to drain charge of reachable items
* Adjust volume of demon sounds
* Improve cell interactions
* Bump up event weight (for testmerge)
* Give pulse demon a highlight section on orbit menu
* Give demon an experimental soft-counter to insuls
* Reduce volume of most common sounds (again)
* Update demon cable overlay when required
* Stop AI using its tracking ability on pulse demons
* Add wizard spawner for pulse demon
* Tweak EMP behaviour and numbers
* Clear references in Destroy
* Make appear on end of round credits even when dead
* Prevent pulse demon from detonating cyborgs
* Generalise insulated structure check
* Clean up remaining review requests
* Add new sprites
* some addressed reviews
* Typepath changes, GC fixes
* I blame charlie
* good enough
* die or something
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* even more changes
* final tweaks
* what
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_abilities.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* bam
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* to_chatn't
* deconflicted
---------
Co-authored-by: unknownuser782 <126365777+unknownuser782@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* biting off more than I can chew, but I feel like hurting myself
* more shit
* progress continues, moral stays sameish
* bite of 2587
* mod_theme down, but probably broken
* 385 errors, 16 warnings, zero tgui interactions
* 292 19
* final strech to buggy mess, break time
* it compiles. It almost fucking certainly doesnt work, but it compiles
* fudhsciffubgsbgpgb actions not working as should for modules
* fuck it we'll just open the pr as we work on it
* icons work now
* tgui stuff
* more progress
* JUDGEMENT
* IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother.
* jetpacks, gps, and go do what exo-suits yourself
* almost ready
* sorry to whoever has to review this
* should work™️
* should be good now
* pushing changes so I can do reviews next
* Apply suggestions from code review
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* lore™️ Adds illegals level to modsuit parts from syndicate.
* early returns
* and these illegals
* no uplink reference idiot
* mod inhands are a good idea
* this is needed for inhands nerd
* Bomb detector working, modsutis cover ears. skin things
* overslotting removal, cyborg charging, ert loadout for gamma
* duplicated signal
* modsuit themes, removes broken mister / bad base type module, 2 cores in robotics.
* tether module, orb module, holster stuff
* built in no slip, cheaper 87
* removes modules already installed, engineer ert get jetpack, equip into modsuit storage
* comments spaces and duplicate flags
* Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor
* Apply suggestions from code review
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Compile TGUI, slowdown adjustment, Modsuit to MODsuit
* sonar, do after, more equipment, acid handling
* overlay bugs / ERT / DS suits autodeploy
* middle click action buttons
* traders, sec modsuit energy nerf
* surplus weighting
* Kinesis module.
* Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis
* more power / unused module removed
* name, ds fix, pre equipped to cc suit
* depot / grammer
* ok should be good™️
* overslot, dupe gun, missing suit storage
* stealth nerf, new kit
* gun stuff / ds theme
* bio armor is gone
* let me push changes please thank you
* makes shocks work right
* copies over some changes TG made to module prices after porting
* Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it-
* sirryans changes
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Update code/modules/telesci/gps.dm
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Update code/modules/telesci/gps.dm
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Control define, ERT / DS have gloves / boots again.
* Apply suggestions from code review
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* More changes
* god I hate tgui. Why do all the bundles live underground, instead of in my basement?
* she updates my master till I testmerge
* modsuits can recharge again
* fixes a lot of shit
* Ready for TM probably
* sure fuck it whatever that makes sense I guess
* the pinpointer works better™️
* Another storage module bug fix
* hair and medical stuff
* fuck fuck fuck
* fixes sonar
* Bag exploit fixes / plasma runtimes / ear nerf
* dna lock improvement / cryostorage
* whoops
* Ball form second cooldown wasn't helping, no more infinite cores
* she springs my lock till I ***SNAP***
* plasmaman no longer die
* fixes modsuit emp issues
* atmos no longer fucking dies
* Fixes, module printing, and a restriction on newly constructed modsuits
* Inventory code my hated
* WOOO PREFERENCE CODE WOOOOO
* icons my hated
* fix for mods / spaceproof shit
* holy shit whhhyyyyy
* backpack first
* Update mod_theme.dm
* prevent infinite gun arms / infinite modsuit cores / syndicate modules
* fixes tm error
* scream loudly if species sprites break. They shouldn't, but, you know.
* deconflicted with luck
* converts to refit for species
* fix pathfinder
* fixes modsuits being funky power wise
* lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit
* nerfs the atmos modsuit
* magboots for ds / CC modsuit
* downside of autosave: typing in wrong window saves bad stuff
* Gamma ERT have internal cameras again.
* spellcheck when
* ah fuck
* yes delete the null that works
* whoops
* fixes error / description
* un vulps your cannon
* fixes tails disapeering on base modsuits
* space to underscore
* tgui fix / tajaran
* springlock buff, cryopod fix
* u helps
* WHO PUTS A GUN IN ITEMS
* tgui moment
* mining modsuit nerf / hidden holster module
* PAIN
* UNATHI TIDE STATION WIDE
* I love special code
* slightly dense
* shark jumpscare
* fixes ghost item, fixes springlock being bad
* YIPPEEEE IT WORKED
* she decons my flict
* pain
* ebbas days are numbered :^)
* hidden
* r-r-r-ebuild
* fixes more bugs
* qwerty, you are dense
* fixes gps
* fix mulebot crate
* level fix
* adds back icon
* moving storage, fix bug, modules activate / deactivate message
* yeah
* yeah
* yeah™️
* steels requests
* windoors no longer make pathfinder module explode
* chat spam
* oil slicks + modsuits
* whoops
* bag check
* ofc
* Update code/modules/mod/mod_control.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Update code/datums/uplink_items/uplink_nuclear.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Update code/modules/mod/mod_control.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Update code/modules/mod/modules/module_pathfinder.dm
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
---------
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* adds the stealth implant
* changes
- rename "implant" to "bio-chip"
- removes the stealth implant box in favor of spawning implant directly for the traitor
- makes the fake box not show up on right click. Makes the real box not show up on right click when invis
* sirryan pt1
* lewcc review 1
* fix conflict
* fix conflict
* signal handler
* improved cooldown on spells with charges, now you see amount of current charges and process of recharging new one
* update
* cleanup
* somehow sometimes it returns more than 1, taking min(1, val) then
* created proc ShouldShowCooldown especially for HUD panels
* bug fix && little cleanup
* ssssnakes
* moved some procs to cooldown handler class
* if button is dark again if it is not available
* buffs the radio jammer
come on and jam and welcome to the jam
* come on and jam
the jam
* i never actually watched space jam i just thi
running outta jokes
* unjams the pr
im so fucking funny bro
* unfucks the pr for real (developers swearing bot hello)
worth a try
* startup, expect like 50 unneeded icons, not bug free™️
* Hope works. Cloak works. Buffs for AI controlled. Faction fix.
* map speed buffs, fixes resummon health decay
* Adds roles. Adds Mirror walk. Nerfs revival, especialy for non antag summoned.
* I am denser than bluespace ore
* x2 antag cooldown, update desc for cloak
* removes 66% burn damage resist from elites
* honestly just knock that down
* herald not speaking right, fuckup with max hp fix
* Thanks hal!
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* changes, changes, and more changes, oh my!
* Update code/datums/status_effects/buffs.dm
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* GC stuff
* oh, and just one more thing
* no gibtonite gaming
* Huston we have a FUCKING PROBLEM
* oopsy doopsy
* but just one more thing (again, gc stuff)
* Lets all elites speak their mind
* NO LAVA
* grab ghost, legion charge red.
* dust the dusting from the code
* no mirror cargo shuttle crossing
* need to stop making small changes, x2 broodmother
* herald no longer crashes the MC
* Lower broodmother cooldown, herald down 5 brute and , legionare gets more smoke and thermals, pandora gets chasers
* remove extra brackets, x 2 on aoe squares
* pandora now respects factions
* fixes teleporting to tumor if reactivated by someone else. Herald has light, boost elites make message
* requested changes
* mirroring a wanted change
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* crawling?
* knockdown. CONTAINS CHANGES THAT NEED REVERTING
* plotting can_moves death
* CANMOVE IS DEAD
* mappers are insane
* removes todos as the are todone
* decreases crawling speed
* silly-con fixes
* surgery fixes
* fixes death
* pAI fixes
* removes var/lying
* runtime fix
* decreases default crawling speed
* correct crawling dir
* some more fixes
* stunbaton tweak, revert later
* rejuv fix
* restraint and incapacitated refactor
* crawling dir in line with TG
* fixes vehicle movement and grabs
* alien rest fixes
* antistun fixes
* fixed fall sounds
* forgor to stage this
* first review
* canmove zombie dispersal
* fix
* lots of fixes
* defines
* fixes the trait helper
* if you got no legs you can still crawl
* sillyconfix
* no reverty keepy
* jaunt fix
* hopefully fixes perma sleepy zzz
* admin rejuv temp fix
* rest canceling
* antistun chems now remove knockdown
* buckle offset fix
* fixes some stuff
* crawling delay = 4
* descuffs bed
* sleeping hotfix
* fixes simple mob resting
* V is the macro for resting
* projectiles no dodgy
* refines the projectile check
* god I hate strings
* MORE FIXES
* I hate buckling
* fixes capulettium plus
* winding down
* farie review
* bugs did stop showing up
* SEAN
* todo
* sean review
* ed209
* i HATE cyborgs
* steel review
* laaaaaast things
* reverts stun baton changes
* and done
* DMI files
* Progress
* we compiling
* innate cult action, various progress
* Reorganise runes, fix cult dagger action and admin cultist
* Cult tooltips, dagger icons
* Add mirror shield, return runes back to OG circles
* Cult structure lights, pylon update
* bola update, progress..
* cleaning rune fix, girder/structures anchor
* speed up cult walls
* Convert rune update, tweaks
* Add teleport portals
* fix runtimes
* cult objs start
* move current cult objs to backup
* Rework cult objectives, add narsie/singulo interactions
* spacing, admin log and message
* reviewstuff
* refactor cult conceal/reveal
* add a bit of range to reveal
* blood magic tweaks, hallway not in summon areas
* implement structure concealment, offer uncuff
* add parry sound, fix cult airlock reveal appearance
* Update remaining runes
* fix pylon blood restaure, up blood magic cost
* review tweaks and progress
* fix compilation
* fix offering rune bug
* Draw blood rune action refactor
* moar tweaks
* fixes, holy water blood magic clean, icons
* Add cultist hardsuit, tweaks
* reduce needed pylons for cult ghost, cult shield
* spirit realm fixes
* fix dark spirit
* Add blood rites
* exotic blood handling
* spacing, add adminbus dagger, bal. rune health cost
* woops
missed a var
* fix blood rite healing
* emp spell cult immunity
* fix exploit and narsie references
* new rune sprites
* color defines
* SEND_SOUNDS, cult summon areas
* fix soap, barrier, and add CC location on narsie
* cult structure fix
* functional ascendance, undo cult spacesuit changes
* woops
* whetstone qdel, tweaks
* fix empty area selection bug
* cult ascendance numbers
* add cult blade sprite, add sacrificing head/brains
* review stuff
* fix runtime and twisted cons target
* review stuff
* code clarity
* remove unnecessary cultist checks
* Add support for wizard cultists
* cleanip
* fix concealed glass airlocks
* update objs
* remove talisman ref
* fix status procs
* clarifications, remove unnecessary var
* deconflicting
* deconflicting LF
* oops
* readd new icons
* more conflcit stuff
* readd drill and jaws icons
* review stuff
* silence on conversion
* Readd compact sniper icons
* Remove ambiguity
* 2 sacrifices required
* check antag panel improvements, bug fixes
* limits narsie cult ghost cheese
* CC message
* trailing newlines
* Shade/construct update
* bug fixes
* balance bloodboil, update CC message
* add a newline to something i didnt touch
idk ask travis bout it
* remove metastation extra null rod and shard
* fix teleport runes list, update icon
* remove tg cultist icon
* update cult actions with new tome
* Remove mirror shield throw, spell constructs
Add in sacrificing any brain with a mind.
* Fix more conflicts
* Fix double return
* Add descriptions to cult recipes, fix icons
* fix shuttle curse exploit
* Update wall rune, cult shields, runed recipe width
* implement flagellant sprites, misc changes
* Fix conversion rune
* Add cult blood barrage healing
* Trailing line
* fix whitespace
* Remove can_speak check on invoke
* Deconflict pt. 2
* Bugfixes the 1st
Fixes bugs 2 and 4 in the 'Known Issues' section
* cult.dm tweaks
Oh boy, even more commits!
* Fixes blood halberds swapping directions on wield
* Tweaks and stylin'
Changed a few span classes around and added a 'Remaining Charges' display to the Blood Rite spell
* Ritual tweaks (And some other stuff)
Fixes:
Altar stray pixel,
Using 'Twisted Construction' on a cult door,
Rune drawing checks,
probably more idk
* Rune tweaks & fixes
Fixes:
Wraith glowing not turning off while jaunted,
A MASSIVE oversight by me with playsound(),
probably also some other stuff but I've been staring at this file for a week and I've forgot most of what I did.
* Testmerge fixes the 1st
Fixes:
Ascendent is now Ascendant,
The Cultist greeting is now in the correct order,
IPCs now draw oil coloured runes,
No longer able to sacrifice a body multiple times,
Sacrificing a brain or head now gives a soul shard,
Converting an IPC or someone with robotic limbs now heals them correctly,
Probably more.
* Mirror Shield balancing
Being hit by a projectile above a damage threshold (10) now increases the chances of the mirror shield shattering, by 3% per damage point.
This may seem pretty low, but an Energy Gun would have a 30% chance of breaking the shield per hit. (Assuming I did this right, anyway.)
* Insect repairs and more
Changes:
Makes the shuttle curse lines a define,
Comments out the changing construct names,
Made flagellant robes block hair,
Added documentation to the mirror shield (See said documentation for details),
Made the cooldown examine text for cult structures display minutes and seconds,
Removed the ability to sacrifice the same body multiple times,
Cleaned up the soulstone code (and hopefully didn't break anything),
Probably still missed something, oh well!
* Rune opacity and Stun timing
Changes:
Halved all the values of the 'Stun' spell, since it was presumably an oversight. (20 second stun to 10)
The 'mouse_opacity' for runes has been set to 'opaque', this means that clicking on any spot on the tile will select it. (Less fiddly)
The '(REMOVE SPELL)' choice when choosing spells now only shows if there's any spells to remove.
Dunking someones head in the lava forge now only works if they have a head.
Also fixed a whole bunch of typos/gramatical errors.
* Blood Boil, Blood Barrage and EMP Sprites!
Changes:
Overhauled the 'Blood Boil' rune (See documentation)
Added in-hand sprites and red sparks for 'Blood bolt barrage'.
The nar'sie rune now removes all runes around it to prevent clipping.
Fixed runtime when examining the 'Arcane Barrage' spell.
Added new sprites for the EMP spell, courtesy of @kugamo!
Co-Authored-By: Kugamo <thekugamo@gmail.com>
* A few more tweaks
Changes:
Halved the percentages of 'Rise' (Glowing eyes) and 'Ascend' (Halos) to 10% and 20% respectively.
Hopefully fixed shield walls being passable while active.
Changed "Nar-sie" to "Nar'sie" in a few places.
* TM 2 fixes
Changes:
Teleport runes now only show the user when the animation has finished.
Cult shields are now invisible to ghosts when disabled.
Crayon runes now use the new rune sprites.
Construct night vision now actually works.
You can no longer soulstone yourself.
The death message for cult structures is now bigger.
Cult objectives are now displayed at roundstart.
Tweaked the icons for artificer spells.
Tweaked some cult related 'Tip of the round's.
Summoned cult ghosts no longer show in the 'Check Antagonists' panel when dead. (Hopefully)
* Cult members and Deconversion
Changes:
Using the 'Study the Veil' ability now shows how many members the cult has.
Holy water now unequips all cult clothing on deconversion. (Flagellant robe, blindfold, etc.)
Nar'Sie no longer warns admins that it doesn't have a containment field.
Fixed Zealot's Blindfolds not temporarily blinding any non-cultists who touch them.
The 'Summon Cultist' rune description now explains that restrained cultists cannot be summoned.
Fixed Travis (Probably)
* Cult Rise/Ascend balancing V1
The values here will almost certainly need some tweaking, but I feel like it's better than it was before; and certainly more customisable.
* Possibly maybe hopefully (one of) the last commits
Changes:
The cult halo no longer vanishes on relogging.
It's now possible to drag things on to runes again.
* A few minor fixes, and a major one
Changes:
Resetting your action button positions no longer completely breaks blood spells.
The downside to this fix is that Blood spells can no longer be moved around, so sorry sorry about that.
Fixes: #14393Fixes: #13855
* New weapon sprites!
Adds fancy new sprites for all cult daggers and swords, courtesy of @McRamon!
They will need adjustments for Vox and Kidan at some point, and the Skrell inhand can look a bit odd at times, but those are also problems for every other weapon in the game so that can be fixed later.
Co-Authored-By: McRamon <31545294+McRamon@users.noreply.github.com>
* TM 3 fixes
Changes:
Fixed action button related bugs, including making them movable again! (probably caused a bunch more but eh),
Slightly tweaked threshold for ascendance,
Blood Rites now cleans up slime blood,
The Deconversion message is now bigger,
Flagellant robes now take 5% more damage (Lasers do 30 damage rather than 29),
Teleport runes can no longer be erased while a portal effect is open,
Teleport rune portals now always show the Z-Level if they're not in station space,
Teleporting another player no longer makes you temporarily invisible,
Attempting to summon a restrained cultist now gives said cultist a warning message,
Fixed a runtime when placing a soulstone in a construct,
Cultists now show on the Orbit menu if you have AntagHUD enabled,
Fixed a few typos
Co-authored-by: datlo <quentinkoyote@gmail.com>
Co-authored-by: Kugamo <thekugamo@gmail.com>
Co-authored-by: McRamon <31545294+McRamon@users.noreply.github.com>
* Adds clear_scanner as a verb
* Changed 'spawn()' to 'addtimer()'.
Also made the 'ding' sound a bit quieter.
* Some 'attack_self()' refactoring
* Some 'print_scanner_report()' refactoring
* Some 'scan()' refactoring
* Changes 1 & 0 to TRUE & FALSE
* and the rest of them
* Review fixes
Moved 'lowertext()', removed implied src,
changed '\the [target_name]' to '[A]'.
* Changed 'clear_scanner' from a verb to an action
* Made 'print_forensic_report' its own action
Don't want reagent scanners getting the same icon
* More cleanup
HUD alpha, color and style settings should
now apply to all HUD elements consistently
Actions that cannot be performed now display
a big red cross to make it obvious
Clean up some code when possible
Fix intent selector using the HUD color setting when it shouldn't