Refactors obscured (#92779)

## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
This commit is contained in:
MrMelbert
2025-09-07 09:24:34 +02:00
committed by GitHub
parent c6e0b5da33
commit 135a09182b
61 changed files with 279 additions and 492 deletions
@@ -27,7 +27,7 @@
client.screen += internal_storage
/mob/living/basic/drone/update_worn_head(update_obscured = TRUE)
/mob/living/basic/drone/update_worn_head()
remove_overlay(DRONE_HEAD_LAYER)
if(head)
@@ -44,7 +44,7 @@
apply_overlay(DRONE_HEAD_LAYER)
/mob/living/basic/drone/update_worn_mask(update_obscured = TRUE)
/mob/living/basic/drone/update_worn_mask()
update_worn_head()
/mob/living/basic/drone/regenerate_icons()