anchor.diff:  	inv_box.screen_loc = ui_lhand
   	inv_box.slot_id = slot_l_hand
   	inv_box.layer = 19
  +	inv_box.color = ui_color
  +	inv_box.alpha = ui_alpha
   	src.l_hand_hud_object = inv_box
   	src.adding += inv_box
   
  -	using = new /obj/screen()
  +	using = new /obj/screen/inventory()
   	using.name = "hand"
   	using.dir = SOUTH
   	using.icon = ui_style
   	using.icon_state = "hand1"
   	using.screen_loc = ui_swaphand1
   	using.layer = 19
  -	src.adding += using
  -
  -	using = new /obj/screen()
  +	using.color = ui_color
  +	using.alpha = ui_alpha
  +	src.adding += using
  +
  +	using = new /obj/screen/inventory()
   	using.name = "hand"
   	using.dir = SOUTH
   	using.icon = ui_style
   	using.icon_state = "hand2"
   	using.screen_loc = ui_swaphand2
   	using.layer = 19
  +	using.color = ui_color
  +	using.alpha = ui_alpha
   	src.adding += using
   
   	inv_box = new /obj/screen/inventory()
  
positive.code: 	mymob.healths.name = "health"
  	mymob.healths.screen_loc = ui_health
  
  	mymob.pullin = new /obj/screen()
  	mymob.pullin.icon = ui_style
  	mymob.pullin.icon_state = "pull0"
  	mymob.pullin.name = "pull"
  	mymob.pullin.screen_loc = ui_pull_resist
  
  	mymob.blind = new /obj/screen()
  	mymob.blind.icon = 'icons/mob/screen1_full.dmi'
  	mymob.blind.icon_state = "blackimageoverlay"
  	mymob.blind.name = " "
  	mymob.blind.screen_loc = "1,1"
  	mymob.blind.layer = 0
  
  	mymob.flash = new /obj/screen()
  	mymob.flash.icon = ui_style
  	mymob.flash.icon_state = "blank"
  	mymob.flash.name = "flash"
  	mymob.flash.screen_loc = "1,1 to 15,15"
  	mymob.flash.layer = 17
  
  	mymob.zone_sel = new /obj/screen/zone_sel()
  	mymob.zone_sel.icon = ui_style
  	mymob.zone_sel.overlays.Cut()
  	mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
  
  	//Handle the gun settings buttons
  	mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
  	if (mymob.client)
  		if (mymob.client.gun_mode) // If in aim mode, correct the sprite
  			mymob.gun_setting_icon.dir = 2
  	for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
  		if (G.target)
  			mymob.item_use_icon = new /obj/screen/gun/item(null)
  			if (mymob.client.target_can_click)
  				mymob.item_use_icon.dir = 1
  			src.adding += mymob.item_use_icon
  			/*mymob.gun_move_icon = new /obj/screen/gun/move(null)
  			if (mymob.client.target_can_move)
  				mymob.gun_move_icon.dir = 1
  				mymob.gun_run_icon = new /obj/screen/gun/run(null)
  				if (mymob.client.target_can_run)
  					mymob.gun_run_icon.dir = 1
  				src.adding += mymob.gun_run_icon
  			src.adding += mymob.gun_move_icon*/
  
  	mymob.client.screen = null
  
  	mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
  	mymob.client.screen += src.adding + src.other
  
  	return
  
negative.code: 	inv_box.screen_loc = ui_rhand
  	inv_box.slot_id = slot_r_hand
  	inv_box.layer = 19
  	inv_box.color = ui_color
  	inv_box.alpha = ui_alpha
  	src.r_hand_hud_object = inv_box
  	src.adding += inv_box
  
  