anchor.diff:  	var/layer2use = alternate_worn_layer ? alternate_worn_layer : default_layer
   
   	var/mutable_appearance/standing
  -	if(femaleuniform)
  -		standing = wear_female_version(t_state, file2use, layer2use, femaleuniform, greyscale_colors) //should layer2use be in sync with the adjusted value below? needs testing - shiz
  +	if(female_uniform)
  +		standing = wear_female_version(t_state, file2use, layer2use, female_uniform, greyscale_colors) //should layer2use be in sync with the adjusted value below? needs testing - shiz
   	if(!standing)
   		standing = mutable_appearance(file2use, t_state, -layer2use)
   
  
positive.code: 		inv.update_icon()
  
  	if(istype(w_uniform, /obj/item/clothing/under))
  		var/obj/item/clothing/under/U = w_uniform
  		update_hud_uniform(U)
  
  		if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT))
  			return
  
  
  		var/target_overlay = U.icon_state
  		if(U.adjusted == ALT_STYLE)
  			target_overlay = "[target_overlay]_d"
  
  		var/mutable_appearance/uniform_overlay
  
negative.code: isinhands: If true then alternate_worn_icon is skipped so that default_icon_file is used,
  in this situation default_icon_file is expected to match either the lefthand_ or righthand_ file var
  
  female_uniform: A value matching a uniform item's female_sprite_flags var, if this is anything but NO_FEMALE_UNIFORM, we
  generate/load female uniform sprites matching all previously decided variables
  
  
  */
  /obj/item/proc/build_worn_icon(default_layer = 0, default_icon_file = null, isinhands = FALSE, female_uniform = NO_FEMALE_UNIFORM, override_state = null, override_file = null)
  
  	//Find a valid icon_state from variables+arguments
  	var/t_state
  