Implement human pockets and ID card slot correctly.
Pockets & ID need uniform equipped. Pockets accept any sufficiently small item.
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using Robust.Shared.Interfaces.GameObjects;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Allows for overriding inventory-related behavior on an entity.
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/// </summary>
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public interface IInventoryController
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{
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/// <summary>
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/// Can be implemented to override "can this item be equipped" behavior.
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/// </summary>
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/// <param name="slot">The slot to be equipped into.</param>
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/// <param name="entity">The entity to equip.</param>
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/// <param name="flagsCheck">Whether the entity passes default slot masks & flags checks.</param>
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/// <returns>True if the entity can be equipped, false otherwise</returns>
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bool CanEquip(Slots slot, IEntity entity, bool flagsCheck) => flagsCheck;
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}
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}
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