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HUDs moved to the helmet visors (by & large) #820

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@BonniePandora BonniePandora commented Mar 4, 2025

About the pull request

Finishes the work done by Amory & Vile in #424 to move the squad HUD functionality into the helmet visor instead of being tied to the headset, along with giving the bucket tracker functionality too. The headset retains the tracker too as a fallback option. FORECON & USCM synthetic headsets for the moment keep the HUD tied to it, as they don't normally get helmets.
The corpsman helmet comes with a combi squad & advanced medical hud now, so they won't need to toggle between them constantly to check who's who in the section/platoon & who's hurting

Explain why it's good for the game

No more magi-HUD on an earpiece, I know Amory mentioned making a special eyepiece/version for FORECON in the future so their headsets no longer need the HUD tied into it too.
Encourages taking a helmet for the optic on it now.

Testing Photographs and Procedure

Compiled without issue, tested locally & works as intended. Didn't run into any bugs during the testing.

Changelog

🆑
add: The M10's squad optic visor and M5 camera gear now functions as the primary means of seeing who is who amongst the section/platoon at a glance. The squad management menu is still accessible with just the headset and the tracker will point to your squad lead/section lead
add: The M42A, M42C, UPP commando NVGs and M56 gunsight optic now offer corresponding faction HUDs, for those who run those kinds of eyepieces without a helmet
del: Removes the HUD functionality on the base USCM & UPP headsets, FORECON & synthetics retain it for the time being
qol: The corpsman helmet now toggles both the squad hud & advanced medical hud at the same time, rather than needing to cycle through them
code: Adaptable code for future HUD & tracker-providing items such as hudglasses or similar
/:cl:

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