Lets families compile
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@@ -1,27 +1,27 @@
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/obj/screen/wanted
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/atom/movable/screen/wanted
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name = "Space Police Alertness"
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desc = "Shows the current level of hostility the space police is planning to rain down on you. Better be careful."
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icon = 'icons/obj/gang/wanted_160x32.dmi'
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icon_state = "wanted_0"
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screen_loc = ui_wanted_lvl
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///Wanted level, affects the hud icon.
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var/level
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///Boolean, have the cops arrived? If so, the icon stops changing and remains the same.
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var/cops_arrived
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/// Wanted level, affects the hud icon. Level 0 is default, and the level 0 icon is blank, so in case of no families gamemode (and thus no wanted level), this HUD element will never appear.
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level = 2
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/// Boolean, have the cops arrived? If so, the icon stops changing and remains the same.
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var/cops_arrived = 0
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/obj/screen/wanted/Initialize()
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/atom/movable/screen/wanted/New()
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return ..()
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/atom/movable/screen/wanted/Initialize()
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. = ..()
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var/datum/game_mode/gang/F = SSticker.mode
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level = F.wanted_level
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cops_arrived = F.cops_arrived
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update_icon()
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/obj/screen/wanted/MouseEntered(location,control,params)
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/atom/movable/screen/wanted/MouseEntered(location,control,params)
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openToolTip(usr,src,params,title = name,content = desc, theme = "alerttooltipstyle")
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/obj/screen/wanted/MouseExited()
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/atom/movable/screen/wanted/MouseExited()
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closeToolTip(usr)
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/obj/screen/wanted/update_icon_state()
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/atom/movable/screen/wanted/update_icon_state()
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. = ..()
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icon_state = "wanted_[level][cops_arrived ? "_active" : ""]"
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@@ -81,8 +81,6 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
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plane_masters["[instance.plane]"] = instance
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instance.backdrop(mymob)
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owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
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/datum/hud/Destroy()
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if(mymob.hud_used == src)
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