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More clothing use the clothing_traits var. Accessories can use it as well now. (#96455)
## About The Pull Request While working on some other PR, something caught my eyes. Some clothing still use the old method of `equipped()` and `dropped()` overrides for adding traits to the wearer when we already have a clothing_traits variable to streamline this behavior. This should make short work of that. This also improves the accessories code a tiny bit by giving two of the procs apter names and implements the clothing_traits var onto accessories as well. ## Why It's Good For The Game Better, shorter code. ## Changelog N/A, if something breaks and goes undetected, then we need more unit tests.
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@@ -78,7 +78,7 @@
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var/obj/item/clothing/under/misc/syndicate_souvenir/souvenir = new(loc)
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humie.equip_to_slot_if_possible(souvenir, ITEM_SLOT_ICLOTHING, indirect_action = TRUE)
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var/obj/item/clothing/accessory/anti_sec_pin/pin = new(loc)
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pin.attach(souvenir)
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pin.try_attach(souvenir)
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if(isnull(humie.w_uniform))
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//FUCKING SLAVES, GET YOUR CLOTHES BACK ON!
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