ID:157187
 
            src.client.screen += new/obj/HUD/Other/Save/
src.client.screen += new/obj/HUD/Other/Start/
src.client.screen += new/obj/HUD/Other/Who/
src.client.screen += new/obj/HUD/Other/Guide/
src.client.screen += new/obj/HUD/Other/SkillTree/
src.client.screen += new/obj/HUD/Other/Finish/
src.client.screen += new/obj/HUD/Hotslots/Slot1/
src.client.screen += new/obj/HUD/Hotslots/Slot2/
src.client.screen += new/obj/HUD/Hotslots/Slot3/
src.client.screen += new/obj/HUD/Hotslots/Slot4/
src.client.screen += new/obj/HUD/Hotslots/Slot5/
src.client.screen += new/obj/HUD/Hotslots/Slot6/
src.client.screen += new/obj/HUD/Hotslots/Slot7/
src.client.screen += new/obj/HUD/Hotslots/Slot8/
src.client.screen += new/obj/HUD/Hotslots/Slot9/
src.client.screen += new/obj/HUD/Hotslots/Slot10/


Is there a way I can make this shorter?
Many ways to make that much, much better.
src.client.screen += newlist(
/obj/hud/one,
/obj/hud/two,
/obj/hud/three,
... )

var/objects = new /list
for(var/type in typesof(/obj/hud))
objects += new type()
src.client.screen += objects


The best way would really be to keep a global list of all or most of your HUD objects, as you can use the same object for many players and most of the time it isn't required to use a new object for every new player.
var/list/global_hud = new

world/New()
var/hud_types = typesof(/obj/hud)
hud_types -= /obj/hud //ancestor type not meant to be used
for(var/a in hud_types)
global_hud += new a

client/proc/ShowHUD()
src.screen += global_hud


EDIT: (Okay, actually, the best way would be to use an interface control like a grid instead of the less efficient screen objects if your HUD is just a bunch of buttons and as such around the map view.)