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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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@@ -194,7 +194,7 @@
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wrapped = A.cell
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A.cell.add_fingerprint(user)
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A.cell.updateicon()
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A.cell.update_icon()
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A.cell.loc = src
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A.cell = null
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@@ -211,7 +211,7 @@
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wrapped = A.cell
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A.cell.add_fingerprint(user)
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A.cell.updateicon()
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A.cell.update_icon()
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A.updateicon()
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A.cell.loc = src
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A.cell = null
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@@ -746,7 +746,7 @@
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if(opened && !wiresexposed && (!istype(user, /mob/living/silicon)))
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var/datum/robot_component/cell_component = components["power cell"]
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if(cell)
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cell.updateicon()
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cell.update_icon()
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cell.add_fingerprint(user)
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user.put_in_active_hand(cell)
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user << "You remove \the [cell]."
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