anchor.diff:  	return
   
   /obj/item/clothing/glasses/hud/atmos/attack_self(mob/user)
  +	//Allows the HUD mode to be changed by clicking, this will normally occur via the action button
   	select_mode()
   	usr << "You switch the HUD to [modes[currentmode]]."
   	add_fingerprint(user)
   	..()
   
   /obj/item/clothing/glasses/hud/atmos/equipped(mob/M, slot)
  +	//Purges the HUD images if the item is removed. Also controls whether or not the action button displays
   	if (slot != slot_glasses)
   		action_button_name = null
   		for (var/turf/I in src.images)
  
positive.code: 	var/Blue = 0
  	var/Green = 0
  
  /obj/item/clothing/glasses/hud/atmos/proc/select_mode()
  	if (!modes.len) return //No possible modes? Must be broked
  	if (currentmode < 1) //Just Checking to prevent problems
  		currentmode = 1
  
negative.code: 	..()
  
  /obj/item/clothing/glasses/hud/atmos/proc/ClearImage(var/turf/T)
  	//People are gonna ask why this is necessary, and its because otherwise the lag clearing all these at once generates is stupendous. This eases them out much nicer.
  	set background = 1
  	var/image/trash = src.images[T]
  	src.images -= T
  