Accessory attaching fixes and reorganization
About the pull request
Title, as well as some refactoring with restricted accessory attaching
Explain why it's good for the game
Rather than painstakingly adding a list of restricted accessory attachments to each goddamn armor type, accessory attachment limits are now tied to the accessory itself in conjunction to its category. This also means that there is now a limit to the number of patches you can apply to your uniform, no more infinity stacking of patches.
Fixes ties and patches being unable to be attached by giving them their own category. Recategorizes the uniform storage accessories from ACCESSORY_SLOT_UTILITY to ACCESSORY_SLOT_STORAGE Stethoscopes are now categorized as ACCESSORY_SLOT_UTILITY for better readability
Cleans up the valid_accessory list from every instance that it's on, no more redundant listings when a goddamn parent actually has a list of all you need. As a result, accessory attaching is somewhat expanded, and you can now attach patches onto armors although it may look ugly padless and sleeveless.
#9244 is still good to keep up, but ideally future implementations of accessories should not at all make use of ACCESSORY_SLOT_DEFAULT and should be in its own category or within an existing one.
Testing Photographs and Procedure
Changelog
:cl: add: You can now attach patches on armor; this might look ugly if you are sleeveless and padless, however. add: Nearly every exosuit clothing can now hold accessories. fix: Accessories now have a limit to them, typically only 1 but some items can go up to 4. code: Cleans up the valid accessory lists. refactor: Defuncts restricted_accessory_slots on clothings for a more intuitive per accessory slot limit dependent on accessory category. /:cl:
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