fixes floor decals and other missing signal-added overlays by making sure things properly call parent update_icon
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@@ -47,7 +47,7 @@
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/obj/machinery/button/update_icon()
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cut_overlays()
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. = ..()
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if(panel_open)
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icon_state = "button-open"
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else if(stat & (NOPOWER|BROKEN))
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@@ -151,6 +151,7 @@
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// if BROKEN, display blue screen of death icon AI uses
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// if timing=true, run update display function
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/obj/machinery/door_timer/update_icon()
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. = ..()
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if(stat & (NOPOWER))
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icon_state = "frame"
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return
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@@ -169,7 +170,6 @@
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else
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if(maptext)
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maptext = ""
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return
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// Adds an icon in case the screen is broken/off, stolen from status_display.dm
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@@ -404,6 +404,7 @@
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throw_at(thrown_by, throw_range+2, throw_speed, null, TRUE)
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/obj/item/melee/baton/boomerang/update_icon()
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. = ..()
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if(turned_on)
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icon_state = "[initial(icon_state)]_active"
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else if(!cell)
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@@ -365,6 +365,7 @@
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var/list/viewing_ui = list()
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/obj/structure/displaycase/forsale/update_icon() //remind me to fix my shitcode later
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. = ..()
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var/icon/I
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if(open)
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I = icon('icons/obj/stationobjs.dmi',"laserboxb0")
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@@ -379,7 +380,6 @@
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S.Scale(17,17)
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I.Blend(S,ICON_UNDERLAY,8,12)
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src.icon = I
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return
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/obj/structure/displaycase/forsale/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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@@ -221,6 +221,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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id = "[idnum][id]"
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/obj/structure/bodycontainer/crematorium/update_icon()
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. = ..()
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if(!connected || connected.loc != src)
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icon_state = "crema0"
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else
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@@ -162,8 +162,6 @@
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/turf/open/floor/blob_act(obj/structure/blob/B)
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return
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/turf/open/floor/update_icon()
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/turf/open/floor/attack_paw(mob/user)
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return attack_hand(user)
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@@ -28,6 +28,7 @@
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return ..()
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/turf/open/floor/circuit/update_icon()
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. = ..()
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if(on)
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if(LAZYLEN(SSmapping.nuke_threats))
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icon_state = "rcircuitanim"
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