anchor.diff:  //Corgis are supposed to be simpler, so only a select few objects can actually be put
   //to be compatible with them. The objects are below.
   //Many  hats added, Some will probably be removed, just want to see which ones are popular.
  -/mob/living/simple_animal/corgi/proc/place_on_head(obj/item/item_to_add)
  +/mob/living/simple_animal/corgi/proc/place_on_head(obj/item/item_to_add, var/mob/user as mob)
   
   	if(istype(item_to_add,/obj/item/weapon/c4)) // last thing he ever wears, I guess
  -		item_to_add.afterattack(src,usr,1)
  +		item_to_add.afterattack(src,user,1)
   		return
   
   	if(inventory_head)
  -		if(usr)	usr << "<span class='danger'>You can't put more than one hat on [src]!</span>"
  +		if(user)	user << "<span class='danger'>You can't put more than one hat on [src]!</span>"
   		return
   	if(!item_to_add)
  -		usr.visible_message("<span class='notice'>[usr] pets [src]</span>","<span class='notice'>You rest your hand on [src]'s head for a moment.</span>")
  +		user.visible_message("<span class='notice'>[user] pets [src]</span>","<span class='notice'>You rest your hand on [src]'s head for a moment.</span>")
   		return
   
   
  
positive.code: 
  		switch(add_to)
  			if("head")
  				place_on_head(usr.get_active_hand())
  
  			if("back")
  				if(inventory_back)
  
negative.code: 		regenerate_icons()
  
  	else
  		if(user && !user.drop_item())
  			user << "<span class='notice'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
  			return 0
  		user << "You set [item_to_add] on [src]'s head, but \he shakes it off!"
  		item_to_add.loc = loc
  		if(prob(25))
  			step_rand(item_to_add)
  