/obj/item/clothing/head name = BODY_ZONE_HEAD icon = 'icons/obj/clothing/hats.dmi' icon_state = "top_hat" item_state = "that" body_parts_covered = HEAD slot_flags = ITEM_SLOT_HEAD var/blockTracking = 0 //For AI tracking var/can_toggle = null dynamic_hair_suffix = "+generic" var/muzzle_var = NORMAL_STYLE mutantrace_variation = NO_MUTANTRACE_VARIATION //not all hats have muzzles /obj/item/clothing/head/Initialize() . = ..() if(ishuman(loc) && dynamic_hair_suffix) var/mob/living/carbon/human/H = loc H.update_hair() /obj/item/clothing/head/equipped(mob/user, slot) ..() if(ishuman(user)) var/mob/living/carbon/human/H = user var/datum/species/pref_species = H.dna.species if(mutantrace_variation) if("mam_snouts" in pref_species.default_features) if(H.dna.features["mam_snouts"] != "None") muzzle_var = ALT_STYLE else muzzle_var = NORMAL_STYLE else if("snout" in pref_species.default_features) if(H.dna.features["snout"] != "None") muzzle_var = ALT_STYLE else muzzle_var = NORMAL_STYLE else muzzle_var = NORMAL_STYLE H.update_inv_head() /obj/item/clothing/head/worn_overlays(isinhands = FALSE) . = list() if(!isinhands) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet") IF_HAS_BLOOD_DNA(src) . += mutable_appearance('icons/effects/blood.dmi', "helmetblood") /obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE) ..() if(ismob(loc)) var/mob/M = loc M.update_inv_head()