anchor.diff:  		update_observer_view(wear_id)
   
   		//TODO: add an icon file for ID slot stuff, so it's less snowflakey
  -		id_overlay = wear_id.build_worn_icon(state = wear_id.item_state, default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi')
  +		id_overlay = wear_id.build_worn_icon(default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi', override_state = wear_id.item_state)
   		if(OFFSET_ID in dna.species.offset_features)
   			id_overlay.pixel_x += dna.species.offset_features[OFFSET_ID][1]
   			id_overlay.pixel_y += dna.species.offset_features[OFFSET_ID][2]
  
positive.code: 
  By Remie Richards (yes I'm taking credit because this just removed 90% of the copypaste in update_icons())
  
  state: A string to use as the state, this is FAR too complex to solve in this proc thanks to shitty old code
  so it's specified as an argument instead.
  
  default_layer: The layer to draw this on if no other layer is specified
  
  
negative.code: femalueuniform: A value matching a uniform item's fitted var, if this is anything but NO_FEMALE_UNIFORM, we
  generate/load female uniform sprites matching all previously decided variables
  
  style_flags: mutant race appearance flags, mostly used for worn_overlays()
  
  use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if mob_overlay_icon is present.
  
  */
  /obj/item/proc/build_worn_icon(default_layer = 0, default_icon_file = null, isinhands = FALSE, femaleuniform = NO_FEMALE_UNIFORM, override_state, style_flags = NONE, use_mob_overlay_icon = TRUE)
  