/obj/item/clothing/accessory/aodai name = "ao dai" desc = "A long, split tunic worn over trousers." icon = 'icons/obj/item/clothing/under/human/sol/newhaiphong.dmi' icon_state = "aodai" item_state = "aodai" contained_sprite = TRUE /obj/item/clothing/accessory/aodai/masc desc = "A split tunic worn over trousers. This one is in a men's sizing. A common choice for festivals or formal occasions." icon_state = "aodaimasc" item_state = "aodaimasc" /obj/item/clothing/accessory/aodai/nhp desc = "A split tunic worn over trousers. This one is cropped and sleeveless, in the athletic style of New Hai Phong." icon_state = "aodaicrop" item_state = "aodaicrop" /obj/item/clothing/head/nonla name = "non la conical hat" desc = "A conical straw hat, also known as a non la, enjoyed particularly by residents of New Hai Phong, to protect the head from sweltering suns and heavy rains." icon = 'icons/obj/item/clothing/head/newhaiphong.dmi' icon_state = "nonla" item_state = "nonla" contained_sprite = TRUE /obj/item/clothing/head/nonla/get_mob_overlay(var/mob/living/carbon/human/human, var/mob_icon, var/mob_state, var/slot) //Exists so that the main sprite doesn't cover up hair that should be in front, thanks Geeves var/image/I = ..() if(slot == slot_head_str) var/image/hat_backing = image(mob_icon, null, "nonla_backing", human ? human.layer - 0.01 : MOB_LAYER - 0.01) I.AddOverlays(hat_backing) return I