anchor.diff:  	..()
   
   /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.
  +	//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
  
positive.code: 	return
  
  /obj/item/clothing/glasses/hud/atmos/attack_self(mob/user)
  	select_mode()
  	usr << "You switch the HUD to [modes[currentmode]]."
  	add_fingerprint(user)
  	..()
  
  /obj/item/clothing/glasses/hud/atmos/equipped(mob/M, slot)
  	if (slot != slot_glasses)
  		action_button_name = null
  		for (var/turf/I in src.images)
  
negative.code: 	var/Blue = 0
  	var/Green = 0
  
  /obj/item/clothing/glasses/hud/atmos/Destroy()
  	for (var/turf/T in images)
  		ClearImage(T)
  	..()
  
  /obj/item/clothing/glasses/hud/atmos/proc/select_mode()
  	//Handles current mode selection and changing
  	if (!modes.len) return //No possible modes? Must be broked
  	if (currentmode < 1) //Just Checking to prevent problems
  		currentmode = 1
  