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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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@@ -25,7 +25,6 @@
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var/handcuffs = allocate(/obj/item/restraints/handcuffs, user)
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user.forceMove(target.loc)
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user.set_handcuffed(handcuffs)
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user.update_handcuffed()
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TEST_ASSERT_EQUAL(strip_menu.ui_status(user, ui_state), UI_UPDATE, "Being within range but cuffed was not update-only.")
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user.set_handcuffed(null)
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qdel(handcuffs)
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