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* Religious Headgear For Character Customization (#1297)

# Description

This PR adds a few articles of various kinds of religious headgear to
loadouts, namely a Hijab, Turban, and Kippah. All 3 are whitescale items
that are set as colorable, allowing players to make them whatever color
is desired.

Farida can finally have the pink Hijab she was always supposed to have.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/35fca330-98ba-439b-8e23-eec917b0d30c)

</p>
</details>

# Changelog

:cl:
- add: Added various articles of religious headgear to loadouts, such as
Hijab, Kippah, and Turban. All of these are set to allow custom colors.

* Automatic Changelog Update (#1297)

* Don't Require Running in Release to Test Mood (#1257)

* Start of Lore Documents

* Finally Done

* Update Credits (#1300)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>

* Automatic Changelog Update (#1298)

* Fashion Update: Earrings & Makeup (#1299)

# Description

Adds **38** new earrings, **31** new face markings, and **16**
bracelet/watch markings, based from Aurorastation cosmetics. Each
earring, bracelet, and watch marking is applied to just one side of the
body, allowing for greater customizability and mixing-and-matching
markings.

Most notably, the new face markings unlock **full customization of every
pixel** in the 5x4 pixel space of the face. Examples of this are shown
below.

Arachne now have access to **more than a hundred** markings above the
leg, after not having any markings in their 2 years of existence.

## Media

### Pauline

<img height=270px
src="https://github.com/user-attachments/assets/8316effb-34b3-4fa1-a80f-af2a3cd670c2">
<img height=270px
src="https://github.com/user-attachments/assets/be75770a-c5bb-46a7-afb4-2ec54bd5a5e5">

**Head (Side):** Drop Earrings (Left), Drop Earrings (Right)
**Left Hand:** Left Bracelet

### Red and Blue

<img height=270px
src="https://github.com/user-attachments/assets/8c1356fc-6eaa-484f-afb6-5ace7f45d895">

**Head:** Cheek Spot (Left), Eye Corner (Left), Cheek Spot (Right), Eye
Corner (Right)
**Head (Side):** Double Gemstone Earrings (Left), Double Gemstone
Earrings (Right)
**Left Hand:** Left Watch (Colorable)
**Left Arm:** Left Arm Bracelet
**Right Hand:** Right Watch (Colorable)
**Right Arm:** Right Arm Bracelet

### Pink

<img height=270px
src="https://github.com/user-attachments/assets/ae376cc3-7cd5-4e91-a3a0-ebe48202f5e6">

**Head (Side):** Hoop Earrings (Left), Double Gemstone Earrings (Right)
**Left Hand:** Left Bracelet
**Left Arm:** Left Arm Bracelet
**Right Hand:** Right Bracelet
**Right Arm:** Right Arm Bracelet

### Psychic

<img height=270px
src="https://github.com/user-attachments/assets/eaa8069a-2e51-4456-a315-414aa64cd41a">

**Head:** Bindi, Full Blush
**Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings
(Right)
**Left Hand:** Left Bracelet
**Right Hand:** Right Bracelet
**Right Arm:** Right Arm Bracelet

### Cyclops

<img height=270px
src="https://github.com/user-attachments/assets/55e67db9-0aa4-488d-a25b-32e8fd92044b">

**Head [Eyes]:** Bindi, Glabella, Nose Tape
**Head [Cover for mouth area]:** Lip Corner (Left), Lip Corner (Right),
Cheek Spot (Left), Cheek Spot (Right), Lips
**Head (Side):** Cross Earrings (Left), Cross Earrings (Right)

### 😂

<img height=270px
src="https://github.com/user-attachments/assets/4001b95a-60e1-431c-8463-1e2904cf767a">

### Arachne


![image](https://github.com/user-attachments/assets/b9935347-8977-4424-9b9b-b08aecb458b2)

**Head:** Left Arachne Eye, Right Arachne Eye, Lips, Neck Cover (Slim
Thick)
**Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings
(Right)
**Left Arm:** Left Robotic Arm from Hesphiastos Industries
**Left Hand:** Left Robotic Arm from Bishop Cybernetics
**Right Arm:** Right Arm Bracelet
**Right Hand:** Right Watch (Colorable), Right Nail Polish

## Technical Details

I did a quick fix in
[MarkingsSet.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fashion-update-markings?expand=1#diff-54373833c74b35579f9b3293d5bb0c17eda0d214c11f27dcb40c334ef8c6b513)
to handle a list index out of bounds error where the number of default
markings was lower than the maximum allowed markings, like with Onis who
have a default horn but can wear 2 earrings.

# Changelog


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:cl: Skubman
- add: 80+ new markings have arrived, including earrings, makeup,
bracelets, and watches. Sashay over to Character Setup to personalize
your character like never before!
- add: The Arachne species can now select markings above the leg,
including cybernetics, makeup, tattoos, noses, earrings, heterochromia,
bracelets, gauze, and more!
- tweak: The available points for Head (Side), Left Hand, and Right Hand
markings have been increased for most species to support the new
markings.
- tweak: The Nail Polish markings have been moved from the Overlay
category to the Left Hand and Right Hand categories.

* Automatic Changelog Update (#1299)

* ♂️ Add Male Arachne (#1301)

# Description

Adds the ability for Arachne to be male.

Also in this I added chest/arm Arachnid markings for Arachne to use. I
enabled footstep sounds for Arachne since it doesn't seem that they were
intended to have silent footsteps.

## Media

<img height=160px
src="https://github.com/user-attachments/assets/04e3b066-e75c-4ee7-bfd6-762c2defcaf8">

<img height=160px
src="https://github.com/user-attachments/assets/d4582c12-72d8-413f-92e6-145cb90c76c3">

## Changelog

:cl: Skubman
- add: Arachne can now be Male instead of only being Female. They can
now also wear Facial Hair.
- add: Arachne can use Arachnid chest and arm markings.
- fix: Arachne will now have footstep sounds instead of being quiet when
moving.

* Automatic Changelog Update (#1301)

* Add Localization for Senior Physician and Senior Engineer (#1302)

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# Description

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Adds localization for the Senior Engineer and Senior Physician roles
that were recently enabled.

---

# TODO

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n/a

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<details><summary><h1>Media</h1></summary>
<p>


![Snímka obrazovky 2024-12-01
164702](https://github.com/user-attachments/assets/ca69e08d-5adb-4e71-aeda-5969d595e429)
![Snímka obrazovky 2024-12-01
165626](https://github.com/user-attachments/assets/18289899-2314-4d21-9b09-9e3e3415a6e0)


</p>
</details>

---

# Changelog

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:cl: zelezniciar
- fix: Fixed Senior Engineer and Physician names not appearing correctly

* Automatic Changelog Update (#1302)

* Make Cultist Constructs Speak Eldritch (#1303)

# Description

Fixes cultist constructs only speaking Universal and not being able to
understand anyone else due to a missing `LanguageKnowledgeComponent`.

## Changelog

:cl: Skubman
- tweak: Cultist constructs and soul shards now speak Tau-Ceti Basic and
Eldritch.

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1303)

* Fix Lobotomy (#1306)

# Description

Fixes several bugs in the lobotomy procedure.

The lobotomy effect is now stored in the brain instead of the body, so
transferring a lobotomized brain will still give the lobotomy effects,
and a brain transplant to a body where a lobotomy occurred no longer
applies the lobotomy effects. The "Mend brain tissue" procedure to
reverse a lobotomy has been unlocked after a bug prevented it from
showing in the surgery UI.

Lobotomies now add the `ClumsyComponent`, which makes the lobotomized
target as clumsy as clowns.

## Technical Details

This deletes
[SurgeryComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-3786e2be1879fd877a8b501352bbd92baa3a17aecfa4a62827ad41497deb0fd7)
which was only used for the lobotomy procedures (incorrectly, it was
checking for `OhioAccentComponent` in the body part) in favor of
[SurgeryPartComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-7e180742b3a6f00b9f867d3ee4e8891dd00587dc4a2da8ad5e199180a387d18d)
and
[SurgeryBodyComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-249e5a937ba929ffc76f85e8a43f17918afc9ba866e81f4ea4eba2c90fd0c408).

These two components are currently unused as the lobotomy procedures use
a new condition component checking for the brain's
`OrganComponent.OnAdd` field, but they provide a way to check for
components on the body part and on the body, respectively.

## Media

**Lobotomy**

![image](https://github.com/user-attachments/assets/4deb80a8-30d1-4a01-9caa-bc288a88ba95)

**Mend brain tissue**

![image](https://github.com/user-attachments/assets/44403092-cac1-4d12-bd25-ebb7f3f1bc53)

**Remove organ step picture**


![image](https://github.com/user-attachments/assets/85d6960a-1f54-4525-ad53-84b039c91fda)


## Changelog

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:cl: Skubman
- add: The lobotomy procedure makes the target clumsy like the clown.
This makes them bonk when climbing tables and makes guns they're
shooting blow up on their face.
- tweak: The lobotomy step now requires a scalpel instead of a drill.
- fix: Enabled the "Mend brain tissue" surgical procedure on a
lobotomized target.
- fix: The lobotomized effect is now stored in the brain instead of the
body. The same brain stays lobotomized throughout brain transplants, and
transferring a normal brain to a body where a lobotomy occurred no
longer applies the lobotomized effect.
- fix: The lobotomy procedure now shows the proper popup during the
lobotomization step.
- fix: Removed the ability to perform lobotomies on bodies without a
brain.
- fix: The "Remove organ" surgery step on the UI now properly shows the
retractor sprite instead of the hemostat.

---------

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1306)

* You Can Now Drag People Into Deep Friers (#1279)

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# Description

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You can now drag entities like people into deep fryers. Yes, this will
cook them. Yes, you can cannibalize your own dead crew.

---

# TODO

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- [ ] Add a doafter
- [ ] Add a popup warning everyone of what you've done

---

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<details><summary><h1>Media</h1></summary>
<p>

obs is broken part 295

</p>
</details>

---

# Changelog

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:cl:
- add: You can now shove people into deep fryers by drag-dropping them
onto it.

---------

Signed-off-by: Eris <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1279)

* Emp Flashlight (Grimbly-Station#5) (#1189)

# Description

Ports WWhiteDreamProject/wwdpublic#5

# Changelog

:cl:
- add: Added the EMP Flashlight to Syndicate Uplinks.

---------

Co-authored-by: Ivan <[email protected]>

* Automatic Changelog Update (#1189)

* Add Europa Map to Rotation (#1152)

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# Description

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This PR adds an old map to rotation called "Europa", originally a
planetary map, but due to several problems it was not able to be played,
I updated a good part of the map adding things necessary to be able to
be played in the EE code, using the same idea To make the Glacier map a
"planet", I created a parallax using the desert texture for the map and
set the atmosphere on the outer side to a temperature of 356.2 K (83 C)
with a high presence of CO2

---

# TODO

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- [x] Rework eng
   - [x] add Super Matter engine
   - [x] better layout

- [x] Rework Epi
  - [x] Better layout
  - [x] missing content

- [x] Minor fixes on the map


- [x] test the map
- [x] add image 

---

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<details><summary><h1>Media</h1></summary>
<p>


![Europa-0](https://github.com/user-attachments/assets/12839795-60cd-44a2-adab-00d4f68b7ce3)

</p>
</details>

---

# Changelog

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:cl:
- add: added a new map called "Europa" to rotation

---------

Co-authored-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#1152)

* Update medicine.yml (#1210)

Merges the med doc by floof.
At least one original change by XavierSomething (will update when other
PRs are found)

Fansana/floofstation1#222

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>

* Atmospheric Alerts Computer Upgrades (#1313)

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# Description

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This PR upgrades the capabilities of the Atmospheric Alerts Computer by
displaying colored zones on the station map corresponding to air alarm
status.

Additionally, it makes the Atmospheric Alerts Computer board obtainable
in a Circuit Imprinter once Epi has researched "Atmospheric
Technologies".

This is a port of [Wizden
#31910](space-wizards/space-station-14#31910) by
@chromiumboy

---

# TODO

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n/a

---

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<details><summary><h1>Media</h1></summary>
<p>

![Snímka obrazovky 2024-12-04
131829](https://github.com/user-attachments/assets/598fcfb4-2983-431e-8192-248880cba1b2)
![Snímka obrazovky 2024-12-04
134819](https://github.com/user-attachments/assets/2eb39995-f9fe-4f11-a01e-a457d3487231)


</p>
</details>

---

# Changelog

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:cl: zelezniciar
- tweak: Atmospheric Alerts Computer now displays colored zones
corresponding to air alarm status on the station map
- fix: Atmospheric Alerts Computer board is printable in a circuit
imprinter

---------

Co-authored-by: chromiumboy <[email protected]>

* Automatic Changelog Update (#1313)

* More Bug Fixes (#1311)

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# Description

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[Mice pickup
fixed!](space-wizards/space-station-14#33602)
[Mobs can no longer spill
jugs](space-wizards/space-station-14#33602)
Rest in changelog.

# Changelog
:cl:
- fix: You can pick up mobs again with left click.
- fix: No more mob jug spill, including you revenants.
- fix: Set the Gloves of the North Star to the proper attack speed.
- fix: Medibots will no longer try to heal borgs.

---------

Co-authored-by: MilenVolf <[email protected]>
Co-authored-by: slarticodefast <[email protected]>

* Automatic Changelog Update (#1311)

* ChemMaster Sorting (#1310)

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# Description

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[Ports this Frontier
PR.](new-frontiers-14/frontier-station-14#2498 (comment))

---

# Changelog

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:cl: DmitriTheDemon
- tweak: The ChemMaster is now sorted.

---------

Signed-off-by: Remuchi <[email protected]>
Co-authored-by: Dmitri <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Remuchi <[email protected]>

* Automatic Changelog Update (#1310)

* Empty commit to be able to run new workflows

* Fix test fail

---------

Signed-off-by: Eris <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Signed-off-by: Remuchi <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: SimpleStation Changelogs <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Skubman <[email protected]>
Co-authored-by: zelezniciar1 <[email protected]>
Co-authored-by: Eris <[email protected]>
Co-authored-by: Ivan <[email protected]>
Co-authored-by: Ichaie <[email protected]>
Co-authored-by: Emily Smith <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: chromiumboy <[email protected]>
Co-authored-by: MilenVolf <[email protected]>
Co-authored-by: slarticodefast <[email protected]>
Co-authored-by: Dmitri <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Remuchi <[email protected]>
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51 changes: 51 additions & 0 deletions Content.Client/Atmos/Consoles/AtmosAlertsComputerWindow.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@ public sealed partial class AtmosAlertsComputerWindow : FancyWindow
{
private readonly IEntityManager _entManager;
private readonly SpriteSystem _spriteSystem;
private readonly SharedNavMapSystem _navMapSystem;

private EntityUid? _owner;
private NetEntity? _trackedEntity;
Expand All @@ -49,6 +50,7 @@ public AtmosAlertsComputerWindow(AtmosAlertsComputerBoundUserInterface userInter
RobustXamlLoader.Load(this);
_entManager = IoCManager.Resolve<IEntityManager>();
_spriteSystem = _entManager.System<SpriteSystem>();
_navMapSystem = _entManager.System<SharedNavMapSystem>();

// Pass the owner to nav map
_owner = owner;
Expand Down Expand Up @@ -181,6 +183,9 @@ public void UpdateUI(EntityCoordinates? consoleCoords, AtmosAlertsComputerEntry[
// Add tracked entities to the nav map
foreach (var device in console.AtmosDevices)
{
if (!device.NetEntity.Valid)
continue;

if (!NavMap.Visible)
continue;

Expand Down Expand Up @@ -272,6 +277,34 @@ public void UpdateUI(EntityCoordinates? consoleCoords, AtmosAlertsComputerEntry[
else
MasterTabContainer.SetTabTitle(0, Loc.GetString("atmos-alerts-window-tab-alerts", ("value", activeAlarmCount)));

// Update sensor regions
NavMap.RegionOverlays.Clear();
var prioritizedRegionOverlays = new Dictionary<NavMapRegionOverlay, int>();

if (_owner != null &&
_entManager.TryGetComponent<TransformComponent>(_owner, out var xform) &&
_entManager.TryGetComponent<NavMapComponent>(xform.GridUid, out var navMap))
{
var regionOverlays = _navMapSystem.GetNavMapRegionOverlays(_owner.Value, navMap, AtmosAlertsComputerUiKey.Key);

foreach (var (regionOwner, regionOverlay) in regionOverlays)
{
var alarmState = GetAlarmState(regionOwner);

if (!TryGetSensorRegionColor(regionOwner, alarmState, out var regionColor))
continue;

regionOverlay.Color = regionColor;

var priority = (_trackedEntity == regionOwner) ? 999 : (int)alarmState;
prioritizedRegionOverlays.Add(regionOverlay, priority);
}

// Sort overlays according to their priority
var sortedOverlays = prioritizedRegionOverlays.OrderBy(x => x.Value).Select(x => x.Key).ToList();
NavMap.RegionOverlays = sortedOverlays;
}

// Auto-scroll re-enable
if (_autoScrollAwaitsUpdate)
{
Expand Down Expand Up @@ -300,6 +333,24 @@ private void AddTrackedEntityToNavMap(AtmosAlertsDeviceNavMapData metaData, Atmo
NavMap.TrackedEntities[metaData.NetEntity] = blip;
}

private bool TryGetSensorRegionColor(NetEntity regionOwner, AtmosAlarmType alarmState, out Color color)
{
color = Color.White;

var blip = GetBlipTexture(alarmState);

if (blip == null)
return false;

// Color the region based on alarm state and entity tracking
color = blip.Value.Item2 * new Color(154, 154, 154);

if (_trackedEntity != null && _trackedEntity != regionOwner)
color *= Color.DimGray;

return true;
}

private void UpdateUIEntry(AtmosAlertsComputerEntry entry, int index, Control table, AtmosAlertsComputerComponent console, AtmosAlertsFocusDeviceData? focusData = null)
{
// Make new UI entry if required
Expand Down
2 changes: 1 addition & 1 deletion Content.Client/Chemistry/UI/ChemMasterWindow.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -182,7 +182,7 @@ private void UpdatePanelInfo(ChemMasterBoundUserInterfaceState state)
};
bufferHBox.AddChild(bufferVol);

foreach (var (reagent, quantity) in state.BufferReagents)
foreach (var (reagent, quantity) in state.BufferReagents.OrderBy(x => x.Reagent.Prototype))
{
// Try to get the prototype for the given reagent. This gives us its name.
_prototypeManager.TryIndex(reagent.Prototype, out ReagentPrototype? proto);
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8 changes: 4 additions & 4 deletions Content.Client/Lobby/UI/LoadoutPreferenceSelector.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -148,21 +148,21 @@ public LoadoutPreferenceSelector(LoadoutPrototype loadout, JobPrototype highJob,

// Manage the info button
void UpdateGuidebook() => GuidebookButton.Visible =
prototypeManager.HasIndex<GuideEntryPrototype>(DefaultLoadoutInfoGuidebook + Loadout.ID);
prototypeManager.HasIndex<GuideEntryPrototype>(loadout.GuideEntry);
UpdateGuidebook();
prototypeManager.PrototypesReloaded += _ => UpdateGuidebook();

GuidebookButton.OnPressed += _ =>
{
if (!prototypeManager.TryIndex<GuideEntryPrototype>(DefaultLoadoutInfoGuidebook, out var guideRoot))
if (!prototypeManager.TryIndex<GuideEntryPrototype>(loadout.GuideEntry, out var guideRoot))
return;

var guidebookController = UserInterfaceManager.GetUIController<GuidebookUIController>();
//TODO: Don't close the guidebook if its already open, just go to the correct page
guidebookController.ToggleGuidebook(
new Dictionary<string, GuideEntry> { { DefaultLoadoutInfoGuidebook, guideRoot } },
new Dictionary<string, GuideEntry> { { loadout.GuideEntry, guideRoot } },
includeChildren: true,
selected: DefaultLoadoutInfoGuidebook + Loadout.ID);
selected: loadout.GuideEntry);
};

// Create a checkbox to get the loadout
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