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Light replacer speeds up colony light repair (#5905)
# About the pull request This PR addresses several things: - Colony lights and their switch were capitalized so they were treated as proper nouns when examined - Colony lights don't actually use power, only their switch, so their power status text was incorrect - The light replacer can now be used to speed up the repair of colony lights by skipping 3 steps in the normal process - APC and SMES interfaces now properly close/disable when you are not adjacent to them or incapacitated - General refactoring of the colony_floodlights file to bring it closer to code standards The APC and SMES UI fixes were just because I was very confused why they weren't behaving during testing, so I fixed them. # Explain why it's good for the game I want to push power as a meaningful objective marines want to try to secure if possible. Currently colony lights are too tedious to repair and the light replacer is underused so I hope this can help rectify both problems somewhat. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://youtu.be/qJf1V-RdMok </details> # Changelog :cl: Drathek balance: The light replacer can now be used to skip the crowbar, welding, and wire steps when repairing colony lights. fix: Fixes SMES and APC interfaces not checking adjacency or incapacitated states spellcheck: Fixed examine text for colony lights (improper names and not powered text) /:cl: --------- Co-authored-by: SabreML <[email protected]>
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