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Small regenerate_icons tweak.
Alright the previous attempt didn't quite work as intended, sorry for that. Anyway I was checking out what sorta things happen to use the legacy support regenerate_icons human proc and found out some of them had connections to circumstances I've heard of causing trouble. Found out all the update calls included in it came with a 0 to prevent each call from doing update_icons on its own before the intended calls at the bottom of the bunch, except for one, UpdateDamageIcon, which also did have the same (var/update_icons=1) skip expectation as the others, causing premature dupe updates in regenerate_icons.
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@@ -658,7 +658,7 @@ var/global/list/damage_icon_parts = list()
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update_fire(0)
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update_water(0)
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update_surgery(0)
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UpdateDamageIcon()
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UpdateDamageIcon(0)
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update_icons_layers(0)
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update_icons_huds(0)
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update_icons()
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