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DMdocs (#21103)
Progress on DMDocs. PRing progress so far so there's not one mega PR later with 1500 affected files. I want my goddamn highlight text on what all these goddamn procs goddamn do goddamnit. >:( No actual code change anywhere in this PR, only comments. --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
This commit is contained in:
@@ -1,9 +1,11 @@
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/// General outfit abstraction.
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/// To be used for both a mob's outfit (for a ghostspawner, ship/station job, corpse),
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/// where the outfit is applied to the mob.
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/// But also for "standalone" outfits (just items spawned in a locker, on the floor),
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/// where the outfit items are "spilled" onto the floor (not all items, does not spawn IDs for example).
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/**
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* General outfit abstraction.
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* To be used for both a mob's outfit (for a ghostspawner, ship/station job, corpse),
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* where the outfit is applied to the mob.
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* But also for "standalone" outfits (just items spawned in a locker, on the floor),
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* where the outfit items are "spilled" onto the floor (not all items, does not spawn IDs for example).
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*/
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/obj/outfit
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name = "Naked"
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icon = 'icons/effects/map_effects.dmi'
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@@ -16,11 +18,12 @@
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var/collect_not_del = FALSE
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//The following vars can either be a path or a list of paths
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//If a list of paths is supplied a random item from that list is selected
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// The following vars can either be a path or a list of paths.
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/// If a list of paths is supplied a random item from that list is selected.
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var/uniform = null
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var/suit = null
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var/back = null // Mutually exclusive with and will override backpack choices below. Use for RIGs, tanks, etc.
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/// Mutually exclusive with and will override backpack choices below. Use for RIGs, tanks, etc.
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var/back = null
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var/belt = null
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var/gloves = null
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var/wrist = null
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@@ -39,22 +42,24 @@
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var/accessory = null
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var/suit_accessory = null
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// species specific item paths, in the form of
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// thing = list(SPECIES_NAME = /type/path/here)
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// if no path is found, the default fallback (var without the species_ prefix) will be used
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/**
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* species specific item paths, in the form of
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* thing = list(SPECIES_NAME = /type/path/here)
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* if no path is found, the default fallback (var without the species_ prefix) will be used.
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*/
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var/list/species_head
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var/list/species_suit
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var/list/species_gloves
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var/list/species_shoes
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//The following vars must be paths
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/// The following vars must be paths.
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var/l_hand = null
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var/r_hand = null
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var/id = null
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var/pda = null
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var/radio = null
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// Must be paths, used to allow player-pref backpack choice
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/// Must be paths, used to allow player-pref backpack choice.
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var/allow_backbag_choice = FALSE
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var/backpack = /obj/item/storage/backpack
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var/backpack_faction
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@@ -83,14 +88,20 @@
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var/wrist_radio = /obj/item/device/radio/headset/wrist
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var/clipon_radio = /obj/item/device/radio/headset/wrist/clip
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var/id_iff = IFF_DEFAULT // when spawning in, the ID will be set to this iff, preventing friendly fire
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/// When spawning in, the ID will be set to this iff, preventing friendly fire.
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var/id_iff = IFF_DEFAULT
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var/internals_slot = null //ID of slot containing a gas tank
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var/list/backpack_contents = list() //In the list(path=count,otherpath=count) format
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/// ID of slot containing a gas tank.
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var/internals_slot = null
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/// In the list(path=count,otherpath=count) format.
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var/list/backpack_contents = list()
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var/list/accessory_contents = list()
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var/list/belt_contents = list() //In the list(path=count,otherpath=count) format
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var/list/implants = null //A list of implants that should be implanted
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var/list/spells = list() // A list of spells to grant
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/// In the list(path=count,otherpath=count) format.
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var/list/belt_contents = list()
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/// A list of implants that should be implanted.
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var/list/implants = null
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/// A list of spells to grant.
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var/list/spells = list()
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/obj/outfit/Initialize(mapload, ...)
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. = ..()
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@@ -98,10 +109,12 @@
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if(loc!=null)
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spill()
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/// Spawn the items on the loc turf.
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/// Delete self later.
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/**
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* Spawn the items on the loc turf.
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* Delete self later.
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*/
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/obj/outfit/proc/spill()
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// get a list of item types to spawn
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// Get a list of item types to spawn.
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var/list/items = list(
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uniform,
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suit,
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@@ -159,7 +172,7 @@
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new path(loc)
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/obj/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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//to be overriden for customization depending on client prefs,species etc
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// To be overriden for customization depending on client prefs, species etc
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if(allow_backbag_choice)
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switch(H.backbag)
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if (OUTFIT_NOTHING)
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@@ -170,8 +183,9 @@
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back = backpack
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if (OUTFIT_GENERIC)
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back = /obj/item/storage/backpack
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// Some may not have faction-specifics; fall back on job backpack if needed
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if (OUTFIT_FACTIONSPECIFIC)
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back = backpack_faction ? backpack_faction : backpack // some may not have faction specific; fall back on job backpack if needed
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back = backpack_faction ? backpack_faction : backpack
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if (OUTFIT_SATCHEL)
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switch(H.backbag_style)
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if (OUTFIT_JOBSPECIFIC)
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@@ -180,7 +194,8 @@
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back = /obj/item/storage/backpack/satchel
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if (OUTFIT_FACTIONSPECIFIC)
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back = satchel_faction ? satchel_faction : satchel
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if (OUTFIT_SATCHEL_ALT) // Leather Satchel
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// Leather Satchel
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if (OUTFIT_SATCHEL_ALT)
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switch(H.backbag_style)
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if (OUTFIT_JOBSPECIFIC)
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back = satchel_alt
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@@ -221,9 +236,10 @@
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if (OUTFIT_FACTIONSPECIFIC)
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back = pocketbook_faction ? pocketbook_faction : pocketbook
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else
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back = backpack //Department backpack
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if (H.backbag_color >= 2) // if theres a color switch em out for a recolorable one
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// Department backpack
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back = backpack
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// If theres a color switch em out for a recolorable one
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if (H.backbag_color >= 2)
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switch (H.backbag)
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if (OUTFIT_POCKETBOOK)
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back = /obj/item/storage/backpack/satchel/pocketbook/recolorable
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@@ -292,7 +308,8 @@
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l_ear = null
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wrist = clipon_radio
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else
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l_ear = headset //Department headset
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// Department headset
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l_ear = headset
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if(l_ear)
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equip_item(H, l_ear, slot_l_ear, callback = radio_callback)
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else if (wrist)
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@@ -305,6 +322,11 @@
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// Used to equip an item to the mob. Mainly to prevent copypasta for collect_not_del.
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//override_collect temporarily allows equip_or_collect without enabling it for the job. Mostly used to prevent weirdness with hand equips when the player is missing one
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/**
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* Used to equip an item to the mob. Mainly to prevent copypasta for collect_not_del.
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*
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* *
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*/
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/obj/outfit/proc/equip_item(mob/living/carbon/human/H, path, slot, var/override_collect = FALSE, var/item_color, var/datum/callback/callback)
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var/obj/item/I
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@@ -8,7 +8,8 @@
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* Categories *
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*************/
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/datum/category_group/underwear
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var/sort_order = 5 // Lower sort order is applied as icons first
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// Lower sort order is applied as icons first
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var/sort_order = 5
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var/display_name
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var/gender = NEUTER
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@@ -36,7 +37,8 @@
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/datum/category_group/underwear/undershirt
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name = "Undershirt"
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sort_order = 4 // Undershirts currently have the lowest sort order because they may cover both underwear and socks.
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/// Undershirts currently have the lowest sort order because they may cover both underwear and socks.
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sort_order = 4
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display_name = "undershirt"
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category_item_type = /datum/category_item/underwear/undershirt
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@@ -44,11 +46,16 @@
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* Category entries *
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*******************/
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/datum/category_item/underwear
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var/always_last = FALSE // Should this entry be sorted last?
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var/is_default = FALSE // Should this entry be considered the default for its type?
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var/icon = 'icons/mob/underwear.dmi' // Which icon to get the underwear from
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var/icon_state // And the particular item state
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var/list/tweaks = list() // Underwear customisation
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/// Should this entry be sorted last?
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var/always_last = FALSE
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/// Should this entry be considered the default for its type?
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var/is_default = FALSE
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/// Which icon to get the underwear from
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var/icon = 'icons/mob/underwear.dmi'
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/// And the particular item state
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var/icon_state
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/// Underwear customisation
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var/list/tweaks = list()
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var/has_color = FALSE
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/datum/category_item/underwear/New()
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