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## 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 /🆑