anchor.diff:  				var/obj/item/clothing/mask/M = C.wear_mask
   				if(M.mask_adjusted) // if mask on face but pushed down
   					M.adjustmask(C) // adjust it back
  ->>>>>>> cc30923... ismecha define (#31192)
   				if( !(M.flags_1 & MASKINTERNALS_1) )
  -					to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
  -					return
  -
  -		var/obj/item/I = C.is_holding_item_of_type(/obj/item/tank)
  -		if(I)
  -			to_chat(C, "<span class='notice'>You are now running on internals from the [I] on your [C.get_held_index_name(C.get_held_index_of_item(I))].</span>")
  -			C.internal = I
  -		else if(ishuman(C))
  -			var/mob/living/carbon/human/H = C
  -			if(istype(H.s_store, /obj/item/tank))
  -				to_chat(H, "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>")
  -				H.internal = H.s_store
  -			else if(istype(H.belt, /obj/item/tank))
  -				to_chat(H, "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>")
  -				H.internal = H.belt
  -			else if(istype(H.l_store, /obj/item/tank))
  -				to_chat(H, "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>")
  -				H.internal = H.l_store
  -			else if(istype(H.r_store, /obj/item/tank))
  -				to_chat(H, "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>")
  -				H.internal = H.r_store
  -
  +					to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
  +					return
  +
  +		var/obj/item/I = C.is_holding_item_of_type(/obj/item/tank)
  +		if(I)
  +			to_chat(C, "<span class='notice'>You are now running on internals from the [I] on your [C.get_held_index_name(C.get_held_index_of_item(I))].</span>")
  +			C.internal = I
  +		else if(ishuman(C))
  +			var/mob/living/carbon/human/H = C
  +			if(istype(H.s_store, /obj/item/tank))
  +				to_chat(H, "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>")
  +				H.internal = H.s_store
  +			else if(istype(H.belt, /obj/item/tank))
  +				to_chat(H, "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>")
  +				H.internal = H.belt
  +			else if(istype(H.l_store, /obj/item/tank))
  +				to_chat(H, "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>")
  +				H.internal = H.l_store
  +			else if(istype(H.r_store, /obj/item/tank))
  +				to_chat(H, "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>")
  +				H.internal = H.r_store
  +
   		//Separate so CO2 jetpacks are a little less cumbersome.
  -<<<<<<< HEAD
  -		if(!C.internal && istype(C.back, /obj/item/tank))
  -			to_chat(C, "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>")
  -			C.internal = C.back
  -
  -		if(C.internal)
  -			icon_state = "internal1"
  -		else
  -			to_chat(C, "<span class='warning'>You don't have an oxygen tank!</span>")
  -			return
  -	C.update_action_buttons_icon()
  -
  -/obj/screen/mov_intent
  -	name = "run/walk toggle"
  -	icon = 'icons/mob/screen_midnight.dmi'
  -	icon_state = "running"
  -
  -/obj/screen/mov_intent/Click()
  -	toggle(usr)
  -
  -/obj/screen/mov_intent/proc/toggle(mob/user)
  -	if(isobserver(user))
  -		return
  -	switch(user.m_intent)
  -		if("run")
  -			user.m_intent = MOVE_INTENT_WALK
  -			icon_state = "walking"
  -		if("walk")
  -			user.m_intent = MOVE_INTENT_RUN
  -			icon_state = "running"
  -	user.update_icons()
  -
  -/obj/screen/pull
  -	name = "stop pulling"
  -	icon = 'icons/mob/screen_midnight.dmi'
  -	icon_state = "pull"
  -
  -/obj/screen/pull/Click()
  -	if(isobserver(usr))
  -		return
  -	usr.stop_pulling()
  -
  -/obj/screen/pull/update_icon(mob/mymob)
  -	if(!mymob) return
  -	if(mymob.pulling)
  -		icon_state = "pull"
  -	else
  -		icon_state = "pull0"
  -
  -/obj/screen/resist
  -	name = "resist"
  -	icon = 'icons/mob/screen_midnight.dmi'
  -	icon_state = "act_resist"
  -	layer = HUD_LAYER
  -	plane = HUD_PLANE
  -
  -/obj/screen/resist/Click()
  -	if(isliving(usr))
  -		var/mob/living/L = usr
  -		L.resist()
  -
  -/obj/screen/storage
  -	name = "storage"
  -
  -/obj/screen/storage/Click(location, control, params)
  -	if(world.time <= usr.next_move)
  -		return 1
  -	if(usr.stat || usr.IsUnconscious() || usr.IsKnockdown() || usr.IsStun())
  -		return 1
  -	if (istype(usr.loc, /obj/mecha)) // stops inventory actions in a mech
  -		return 1
  -	if(master)
  -		var/obj/item/I = usr.get_active_held_item()
  -		if(I)
  -			master.attackby(I, usr, params)
  -	return 1
  -
  -/obj/screen/throw_catch
  -	name = "throw/catch"
  -	icon = 'icons/mob/screen_midnight.dmi'
  -	icon_state = "act_throw_off"
  -
  -/obj/screen/throw_catch/Click()
  -	if(iscarbon(usr))
  -		var/mob/living/carbon/C = usr
  -		C.toggle_throw_mode()
  -
  -/obj/screen/zone_sel
  -	name = "damage zone"
  -	icon_state = "zone_sel"
  -	screen_loc = ui_zonesel
  -	var/selecting = "chest"
  -
  -/obj/screen/zone_sel/Click(location, control,params)
  -	if(isobserver(usr))
  -		return
  -
  -	var/list/PL = params2list(params)
  -	var/icon_x = text2num(PL["icon-x"])
  -	var/icon_y = text2num(PL["icon-y"])
  -	var/choice
  -
  -	switch(icon_y)
  -		if(1 to 9) //Legs
  -			switch(icon_x)
  -				if(10 to 15)
  -					choice = "r_leg"
  -				if(17 to 22)
  -					choice = "l_leg"
  -				else
  -					return 1
  -		if(10 to 13) //Hands and groin
  -			switch(icon_x)
  -				if(8 to 11)
  -					choice = "r_arm"
  -				if(12 to 20)
  -					choice = "groin"
  -				if(21 to 24)
  -					choice = "l_arm"
  -				else
  -					return 1
  -		if(14 to 22) //Chest and arms to shoulders
  -			switch(icon_x)
  -				if(8 to 11)
  -					choice = "r_arm"
  -				if(12 to 20)
  -					choice = "chest"
  -				if(21 to 24)
  -					choice = "l_arm"
  -				else
  -					return 1
  -		if(23 to 30) //Head, but we need to check for eye or mouth
  -			if(icon_x in 12 to 20)
  -				choice = "head"
  -				switch(icon_y)
  -					if(23 to 24)
  -						if(icon_x in 15 to 17)
  -							choice = "mouth"
  -					if(26) //Eyeline, eyes are on 15 and 17
  -						if(icon_x in 14 to 18)
  -							choice = "eyes"
  -					if(25 to 27)
  -						if(icon_x in 15 to 17)
  -							choice = "eyes"
  -
  -	return set_selected_zone(choice, usr)
  -
  -/obj/screen/zone_sel/proc/set_selected_zone(choice, mob/user)
  -	if(isobserver(user))
  -		return
  -
  -	if(choice != selecting)
  -		selecting = choice
  -		update_icon(usr)
  -	return 1
  -
  -/obj/screen/zone_sel/update_icon(mob/user)
  -	cut_overlays()
  -	add_overlay(mutable_appearance('icons/mob/screen_gen.dmi', "[selecting]"))
  -	user.zone_selected = selecting
  -
  -/obj/screen/zone_sel/alien
  -	icon = 'icons/mob/screen_alien.dmi'
  -
  -/obj/screen/zone_sel/alien/update_icon(mob/user)
  -	cut_overlays()
  -	add_overlay(mutable_appearance('icons/mob/screen_alien.dmi', "[selecting]"))
  -	user.zone_selected = selecting
  -
  -/obj/screen/zone_sel/robot
  -	icon = 'icons/mob/screen_cyborg.dmi'
  -
  -
  -/obj/screen/flash
  -	name = "flash"
  -	icon_state = "blank"
  -	blend_mode = BLEND_ADD
  -	screen_loc = "WEST,SOUTH to EAST,NORTH"
  -	layer = FLASH_LAYER
  -	plane = FULLSCREEN_PLANE
  -
  -/obj/screen/damageoverlay
  -	icon = 'icons/mob/screen_full.dmi'
  -	icon_state = "oxydamageoverlay0"
  -	name = "dmg"
  -	blend_mode = BLEND_MULTIPLY
  -	screen_loc = "CENTER-7,CENTER-7"
  -=======
   		if(!C.internal && istype(C.back, /obj/item/tank))
   			to_chat(C, "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>")
   			C.internal = C.back
  
positive.code: 	name = "dmg"
  	blend_mode = BLEND_MULTIPLY
  	screen_loc = "CENTER-7,CENTER-7"
  >>>>>>> cc30923... ismecha define (#31192)
  	mouse_opacity = MOUSE_OPACITY_TRANSPARENT
  	layer = UI_DAMAGE_LAYER
  	plane = FULLSCREEN_PLANE
  
  /obj/screen/healths
  	name = "health"
  	icon_state = "health0"
  	screen_loc = ui_health
  
  /obj/screen/healths/alien
  	icon = 'icons/mob/screen_alien.dmi'
  	screen_loc = ui_alien_health
  
  /obj/screen/healths/robot
  	icon = 'icons/mob/screen_cyborg.dmi'
  	screen_loc = ui_borg_health
  
  /obj/screen/healths/deity
  	name = "Nexus Health"
  	icon_state = "deity_nexus"
  	screen_loc = ui_deityhealth
  
  /obj/screen/healths/blob
  	name = "blob health"
  	icon_state = "block"
  	screen_loc = ui_internal
  	mouse_opacity = MOUSE_OPACITY_TRANSPARENT
  
  /obj/screen/healths/blob/naut
  	name = "health"
  	icon = 'icons/mob/blob.dmi'
  	icon_state = "nauthealth"
  
  /obj/screen/healths/blob/naut/core
  	name = "overmind health"
  	screen_loc = ui_health
  	icon_state = "corehealth"
  
  /obj/screen/healths/guardian
  	name = "summoner health"
  	icon = 'icons/mob/guardian.dmi'
  	icon_state = "base"
  	screen_loc = ui_health
  	mouse_opacity = MOUSE_OPACITY_TRANSPARENT
  
  /obj/screen/healths/clock
  	icon = 'icons/mob/actions.dmi'
  	icon_state = "bg_clock"
  	screen_loc = ui_health
  	mouse_opacity = MOUSE_OPACITY_TRANSPARENT
  
  /obj/screen/healths/clock/gear
  	icon = 'icons/mob/clockwork_mobs.dmi'
  	icon_state = "bg_gear"
  	screen_loc = ui_internal
  
  /obj/screen/healths/revenant
  	name = "essence"
  	icon = 'icons/mob/actions.dmi'
  	icon_state = "bg_revenant"
  	screen_loc = ui_health
  	mouse_opacity = MOUSE_OPACITY_TRANSPARENT
  
  /obj/screen/healths/construct
  	icon = 'icons/mob/screen_construct.dmi'
  	icon_state = "artificer_health0"
  	screen_loc = ui_construct_health
  	mouse_opacity = MOUSE_OPACITY_TRANSPARENT
  
  /obj/screen/healthdoll
  	name = "health doll"
  	screen_loc = ui_healthdoll
  
  /obj/screen/splash
  	icon = 'config/title_screens/images/title1.dmi'
  	icon_state = ""
  	screen_loc = "1,1"
  	layer = SPLASHSCREEN_LAYER
  	plane = SPLASHSCREEN_PLANE
  	var/client/holder
  
  /obj/screen/splash/New(client/C, visible, use_previous_title) //TODO: Make this use INITIALIZE_IMMEDIATE
  	holder = C
  
  	if(!visible)
  		alpha = 0
  
  	if(!use_previous_title)
  		if(SStitle.icon)
  			icon = SStitle.icon
  	else
  		if(!SStitle.previous_icon)
  			qdel(src)
  			return
  		icon = SStitle.previous_icon
  
  	holder.screen += src
  
  	..()
  
  /obj/screen/splash/proc/Fade(out, qdel_after = TRUE)
  	if(QDELETED(src))
  		return
  	if(out)
  		animate(src, alpha = 0, time = 30)
  	else
  		alpha = 0
  		animate(src, alpha = 255, time = 30)
  	if(qdel_after)
  		QDEL_IN(src, 30)
  
  /obj/screen/splash/Destroy()
  	if(holder)
  		holder.screen -= src
  		holder = null
  	return ..()
  
negative.code: /*
  	Screen objects
  	Todo: improve/re-implement
  
  	Screen objects are only used for the hud and should not appear anywhere "in-game".
  	They are used with the client/screen list and the screen_loc var.
  	For more information, see the byond documentation on the screen_loc and screen vars.
  */
  /obj/screen
  	name = ""
  	icon = 'icons/mob/screen_gen.dmi'
  	layer = ABOVE_HUD_LAYER
  	plane = ABOVE_HUD_PLANE
  	resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
  	appearance_flags = APPEARANCE_UI
  	var/obj/master = null	//A reference to the object in the slot. Grabs or items, generally.
  	var/datum/hud/hud = null // A reference to the owner HUD, if any.
  
  /obj/screen/take_damage()
  	return
  
  /obj/screen/Destroy()
  	master = null
  	hud = null
  	return ..()
  
  /obj/screen/examine(mob/user)
  	return
  
  /obj/screen/orbit()
  	return
  
  /obj/screen/text
  	icon = null
  	icon_state = null
  	mouse_opacity = MOUSE_OPACITY_TRANSPARENT
  	screen_loc = "CENTER-7,CENTER-7"
  	maptext_height = 480
  	maptext_width = 480
  