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Refactor floodlights
- Fixes #9543 - Removes ugly floodlight/proc/updateicon() and replaces it with proper floodlight/update_icon() which is standard on all objects/items. Does the same refactor for power cells and adjusts the proc call in relevant files (hence the amount of 1-line changes in various files) - Makes floodlights properly use CELLRATE. Their load is 200 watts. Cell adjusted accordingly, it starts with 1k cell, which is enough for ~40 minutes (roughly) - Floodlights with almost discharged cell (less than 10%) ocassionally "flicker", dimming for few seconds. This serves as indicator that the power cell is running low. - Floodlight luminosity adjusted. They now shine slightly more, espicially closer to the floodlight.
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@@ -8,7 +8,7 @@
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/obj/item/weapon/cell/initialize()
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..()
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updateicon()
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update_icon()
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/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0)
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@@ -22,7 +22,7 @@
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return use(cell_amt) / CELLRATE
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/obj/item/weapon/cell/proc/updateicon()
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/obj/item/weapon/cell/update_icon()
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overlays.Cut()
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if(charge < 0.01)
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