## 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 folder is full of #define statements. They are similar to constants,
but must come before any code that references them, and they do not take up
memory the way constants do.
The values in this folder are NOT options. They are not for hosts to play with.
Some of the values are arbitrary and only need to be different from similar constants;
for example, the genetic mutation numbers in genetics.dm mean nothing, but MUST be distinct.
It is wise not to touch them unless you understand what they do, where they're used,
and most importantly,
how to undo your changes if you screw it up.