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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 /🆑
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@@ -178,12 +178,7 @@
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return SSaccessories.ears_list
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/datum/bodypart_overlay/mutant/cat_ears/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner)
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var/mob/living/carbon/human/human = bodypart_owner.owner
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if(!istype(human))
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return TRUE
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if((human.head?.flags_inv & HIDEHAIR) || (human.wear_mask?.flags_inv & HIDEHAIR))
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return FALSE
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return TRUE
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return !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
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/datum/bodypart_overlay/mutant/cat_ears/get_image(image_layer, obj/item/bodypart/limb)
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var/mutable_appearance/base_ears = ..()
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@@ -267,8 +267,7 @@
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var/mutable_appearance/eye_right = mutable_appearance('icons/mob/human/human_face.dmi', "[eye_icon_state]_r", -EYES_LAYER, parent)
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var/list/overlays = list(eye_left, eye_right)
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var/obscured = parent.check_obscured_slots()
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if(overlay_ignore_lighting && !(obscured & ITEM_SLOT_EYES))
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if(overlay_ignore_lighting && !(parent.obscured_slots & HIDEEYES))
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overlays += emissive_appearance(eye_left.icon, eye_left.icon_state, parent, -EYES_LAYER, alpha = eye_left.alpha)
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overlays += emissive_appearance(eye_right.icon, eye_right.icon_state, parent, -EYES_LAYER, alpha = eye_right.alpha)
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