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Fix marshalling wands handheld sprite (#21943)
# Summary This PR fixes the handhelds sprites after the recent rework of the marshalling wands in #21921. ## Changes - Refactored icon_update logic in marshalling wands to fix handheld sprites, including overlay stacking.
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@@ -11,6 +11,10 @@
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light_range = 2
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action_button_name = "Toggle Marshalling Wands"
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/obj/item/flashlight/marshallingwand/Initialize()
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. = ..()
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update_icon() // Initial build_from_parts assembly
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/obj/item/flashlight/marshallingwand/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "ALT-click the marshalling wand to turn it on and off. Everytime you turn it on it will be blue, signaling and idle intent."
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@@ -77,17 +81,15 @@
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mirror_held_wands(src)
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/obj/item/flashlight/marshallingwand/update_icon()
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overlays.Cut()
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ClearOverlays()
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var/image/bulb_overlay = overlay_image(icon, "[initial(icon_state)]_[worn_overlay]")
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bulb_overlay.blend_mode = BLEND_OVERLAY
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AddOverlays(bulb_overlay)
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if(on)
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var/image/I = overlay_image(icon, "marshallingwand-overlay", light_color)
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I.blend_mode = BLEND_OVERLAY
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AddOverlays(I)
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icon_state = "[initial(icon_state)]-on"
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item_state = "[initial(icon_state)]-on"
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var/image/light_overlay = overlay_image(icon, "marshallingwand-overlay", light_color)
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light_overlay.blend_mode = BLEND_OVERLAY
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AddOverlays(light_overlay)
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set_light_range_power_color(light_range, flashlight_power, light_color)
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else
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icon_state = initial(icon_state)
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item_state = initial(item_state)
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set_light_on(on)
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update_held_icon()
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