<commit_before>/datum/outfit
	var/name = "Naked"

	var/uniform = null
	var/suit = null
	var/toggle_helmet = TRUE
	var/back = null
	var/belt = null
	var/gloves = null
	var/shoes = null
	var/head = null
	var/mask = null
	var/neck = null
	var/ears = null
	var/glasses = null
	var/id = null
	var/l_pocket = null
	var/r_pocket = null
	var/suit_store = null
	var/r_hand = null
	var/l_hand = null
	var/internals_slot = null //ID of slot containing a gas tank
	var/list/backpack_contents = null // In the list(path=count,otherpath=count) format
	var/list/implants = null
	var/accessory = null

	var/can_be_admin_equipped = TRUE // Set to FALSE if your outfit requires runtime parameters

/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
	//to be overriden for customization depending on client prefs,species etc
	return

/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
	//to be overriden for toggling internals, id binding, access etc
	return

/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE)
	pre_equip(H, visualsOnly)

	//Start with uniform,suit,backpack for additional slots
	if(uniform)
		H.equip_to_slot_or_del(new uniform(H),slot_w_uniform)
	if(suit)
		H.equip_to_slot_or_del(new suit(H),slot_wear_suit)
	if(back)
		H.equip_to_slot_or_del(new back(H),slot_back)
	if(belt)
		H.equip_to_slot_or_del(new belt(H),slot_belt)
	if(gloves)
		H.equip_to_slot_or_del(new gloves(H),slot_gloves)
	if(shoes)
		H.equip_to_slot_or_del(new shoes(H),slot_shoes)
	if(head)
		H.equip_to_slot_or_del(new head(H),slot_head)
	if(mask)
		H.equip_to_slot_or_del(new mask(H),slot_wear_mask)
	if(neck)
		H.equip_to_slot_or_del(new neck(H),slot_neck)
	if(ears)
		H.equip_to_slot_or_del(new ears(H),slot_ears)
	if(glasses)
		H.equip_to_slot_or_del(new glasses(H),slot_glasses)
	if(id)
		H.equip_to_slot_or_del(new id(H),slot_wear_id)
	if(suit_store)
		H.equip_to_slot_or_del(new suit_store(H),slot_s_store)

	if(accessory)
		var/obj/item/clothing/under/U = H.w_uniform
		if(U)
			U.attach_accessory(new accessory(H))

	if(l_hand)<commit_msg>WARNING<commit_after>/datum/outfit
	var/name = "Naked"

	var/uniform = null
	var/suit = null
	var/toggle_helmet = TRUE
	var/back = null
	var/belt = null
	var/gloves = null
	var/shoes = null
	var/head = null
	var/mask = null
	var/neck = null
	var/ears = null
	var/glasses = null
	var/id = null
	var/l_pocket = null
	var/r_pocket = null
	var/suit_store = null
	var/r_hand = null
	var/l_hand = null
	var/internals_slot = null //ID of slot containing a gas tank
	var/list/backpack_contents = null // In the list(path=count,otherpath=count) format
	var/list/implants = null
	var/accessory = null

	var/can_be_admin_equipped = TRUE // Set to FALSE if your outfit requires runtime parameters

/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
	//to be overriden for customization depending on client prefs,species etc
	return

/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
	//to be overriden for toggling internals, id binding, access etc
	return

/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE)
	pre_equip(H, visualsOnly)

	//Start with uniform,suit,backpack for additional slots
	if(uniform)
		H.equip_to_slot_or_del(new uniform(H),slot_w_uniform)
	if(suit)
		H.equip_to_slot_or_del(new suit(H),slot_wear_suit)
	if(back)
		H.equip_to_slot_or_del(new back(H),slot_back)
	if(belt)
		H.equip_to_slot_or_del(new belt(H),slot_belt)
	if(gloves)
		H.equip_to_slot_or_del(new gloves(H),slot_gloves)
	if(shoes)
		H.equip_to_slot_or_del(new shoes(H),slot_shoes)
	if(head)
		H.equip_to_slot_or_del(new head(H),slot_head)
	if(mask)
		H.equip_to_slot_or_del(new mask(H),slot_wear_mask)
	if(neck)
		H.equip_to_slot_or_del(new neck(H),slot_neck)
	if(ears)
		H.equip_to_slot_or_del(new ears(H),slot_ears)
	if(glasses)
		H.equip_to_slot_or_del(new glasses(H),slot_glasses)
	if(id)
		H.equip_to_slot_or_del(new id(H),slot_wear_id)
	if(suit_store)
		H.equip_to_slot_or_del(new suit_store(H),slot_s_store)

	if(accessory)
		var/obj/item/clothing/under/U = H.w_uniform
		if(U)
			U.attach_accessory(new accessory(H))
		else
			WARNING("Unable to equip accessory [accessory] in outfit [name]. No uniform present!")

	if(l_hand)
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