* Fixes the EMP Barsign sprite not displaying (#79599)
## About The Pull Request
The logic that sets the icon_state had an error in it. When the sign got
emp'd, they'd get the `NOPOWER` flag which was causing them to get the
`empty` `icon_state` instead of that of the emped barsign.
This just fixes that by adding a conditional check for `EMPED`, and also
resprites the emissive lightmask for the emped barsign to match the
individual signs that make up its sprite, where previously it was just a
static square.
Also added it to the barsigns unit tests because I can see someone
breaking this again.
## Why It's Good For The Game
Fixes bug where emped barsigns would show the turned off sprite instead
of their animated sprite. Also improves the light mask:
Note: this is in complete darkness. The colored backdrops of the signs
are not supposed to be emissive.
<details> <summary>Before </summary>

</details>
<details> <summary>After </summary>

</details>

## Changelog
🆑
fix: emped bar signs will now display the correct sprite
image: added a more detailed lightmask for the emp bar sign sprite
/🆑
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@ users.noreply.github.com>
Co-authored-by: Profakos <profakos@ gmail.com>
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Andrew <mt.forspam@ gmail.com>
Co-authored-by: DaCoolBoss <142358580+DaCoolBoss@ users.noreply.github.com>
* Fixes the EMP Barsign sprite not displaying
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@ users.noreply.github.com>
Co-authored-by: Profakos <profakos@ gmail.com>
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Andrew <mt.forspam@ gmail.com>
Co-authored-by: DaCoolBoss <142358580+DaCoolBoss@ users.noreply.github.com>
* Better modularized barsigns
* Update barsigns.dmi
* Update barsigns.dm
* Update barsigns.dm
* Convert to 64x32
* Update barsigns96x96.dmi
* Update barsigns.dm
* Update barsigns.dmi
* Found the missing D on the meadbay sign
* meadbay sign again
* Fix the unit test
* More light masks + removes duplicate empty and emp sprites
* More light masks
* Tardis light mask, some fixes for stray pixels
* Cleaned up some pixels
* A few more light masks
* Update barsigns.dm
* Update barsigns.dm
* Barsign UI/UX Improvements - Emissive effects, balloon alerts, and refactored code (#73106)
The barsign code is over a decade old so this is a big refactor with
some notable improvements:
- Emissive effects (neon lights now glow in the dark)
- Balloon alerts instead of `to_chat` messages
- Mapping helpers based on direction and all_access
- Barsigns are considered machinery now and use power
* Barsign UI/UX Improvements - Emissive effects, balloon alerts, and refactored code
* fixes modular maps
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Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>