WIP
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@@ -16,6 +16,11 @@
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dog_fashion = /datum/dog_fashion/head
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/obj/item/clothing/head/hardhat/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/clothing/head/hardhat/attack_self(mob/living/user)
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toggle_helmet_light(user)
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@@ -27,15 +32,9 @@
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turn_off(user)
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update_icon()
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/obj/item/clothing/head/hardhat/update_icon()
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/obj/item/clothing/head/hardhat/update_icon_state()
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icon_state = "hardhat[on]_[item_color]"
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item_state = "hardhat[on]_[item_color]"
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.update_inv_head()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon(force = TRUE)
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/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
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set_light(brightness_on, power_on)
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@@ -132,11 +131,10 @@
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if(!up)
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. += mutable_appearance('icons/mob/head.dmi', "weldvisor")
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/obj/item/clothing/head/hardhat/weldhat/update_icon()
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cut_overlays()
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/obj/item/clothing/head/hardhat/weldhat/update_overlays()
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. = ..()
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if(!up)
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add_overlay("weldvisor")
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..()
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. += "weldvisor"
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/obj/item/clothing/head/hardhat/weldhat/orange
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icon_state = "hardhat0_orange"
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@@ -258,7 +258,11 @@
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//LightToggle
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/obj/item/clothing/head/helmet/update_icon()
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/obj/item/clothing/head/helment/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/clothing/head/helmet/update_icon_state()
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var/state = "[initial(icon_state)]"
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if(F)
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if(F.on)
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@@ -268,10 +272,6 @@
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icon_state = state
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.update_inv_head()
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/obj/item/clothing/head/helmet/ui_action_click(mob/user, action)
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if(istype(action, /datum/action/item_action/toggle_helmet_flashlight))
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toggle_helmlight()
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@@ -197,16 +197,19 @@
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. = ..()
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update_icon()
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/obj/item/clothing/head/wig/update_icon()
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cut_overlays()
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/obj/item/clothing/head/wig/update_icon_state()
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var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
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if(!S)
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icon = 'icons/obj/clothing/hats.dmi'
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icon_state = "pwig"
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else
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var/mutable_appearance/M = mutable_appearance(S.icon,S.icon_state)
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/obj/item/clothing/head/wig/update_overlays()
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. = ..()
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var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
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if(S)
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var/mutable_appearance/M = mutable_appearance(S.icon, S.icon_state, color = hair_color)
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M.appearance_flags |= RESET_COLOR
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M.color = hair_color
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add_overlay(M)
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. += M
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/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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. = list()
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