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Changes power_change() to respect parent calls for toggling NOPOWER (#46486)
About The Pull Request Similar to #46485 Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed. Why It's Good For The Game code quality, eventually signal stuff. and signal stuff
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@@ -347,10 +347,6 @@
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do_sparks(5, TRUE, src)
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..()
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/obj/machinery/mineral/ore_redemption/power_change()
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..()
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update_icon()
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/obj/machinery/mineral/ore_redemption/update_icon()
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if(powered())
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icon_state = initial(icon_state)
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@@ -69,10 +69,6 @@
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src.equipment_path = path
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src.cost = cost
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/obj/machinery/mineral/equipment_vendor/power_change()
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..()
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update_icon()
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/obj/machinery/mineral/equipment_vendor/update_icon()
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if(powered())
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icon_state = initial(icon_state)
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