anchor.diff:  					SetLuminosity(0)
   					inventory_head.loc = src.loc
   					inventory_head = null
  +					regenerate_icons()
   				else
   					usr << "\red There is nothing to remove from its [remove_from]."
   					return
  
positive.code: 					src.inventory_back = item_to_add
  					regenerate_icons()
  
  		//show_inv(usr) //Commented out because changing Ian's  name and then calling up his inventory opens a new inventory...which is annoying.
  	else
  		..()
  
  /mob/living/simple_animal/corgi/proc/place_on_head(obj/item/item_to_add)
  	item_to_add.loc = src
  	src.inventory_head = item_to_add
  	regenerate_icons()
  
  	//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a HAT is removed.
  	switch(inventory_head && inventory_head.type)
  		if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
  			name = "Captain [real_name]"
  			desc = "Probably better than the last captain."
  		if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
  			name = "Runtime"
  			emote_see = list("coughs up a furball", "stretches")
  			emote_hear = list("purrs")
  			speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
  			desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
  		if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
  			name = "Hoppy"
  			emote_see = list("twitches its nose", "hops around a bit")
  			desc = "This is hoppy. It's a corgi-...urmm... bunny rabbit"
  		if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
  			name = "Yann"
  			desc = "Mon dieu! C'est un chien!"
  			speak = list("le woof!", "le bark!", "JAPPE!!")
  			emote_see = list("cowers in fear", "surrenders", "plays dead","looks as though there is a wall in front of him")
  		if(/obj/item/clothing/head/det_hat)
  			name = "Detective [real_name]"
  			desc = "[name] sees through your lies..."
  			emote_see = list("investigates the area","sniffs around for clues","searches for scooby snacks")
  		if(/obj/item/clothing/head/nursehat)
  			name = "Nurse [real_name]"
  			desc = "[name] needs 100cc of beef jerky...STAT!"
  		if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
  			name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
  			desc = "Yaarghh!! Thar' be a scurvy dog!"
  			emote_see = list("hunts for treasure","stares coldly...","gnashes his tiny corgi teeth")
  			emote_hear = list("growls ferociously", "snarls")
  			speak = list("Arrrrgh!!","Grrrrrr!")
  		if(/obj/item/clothing/head/ushanka)
  			name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
  			desc = "A follower of Karl Barx."
  			emote_see = list("contemplates the failings of the capitalist economic model", "ponders the pros and cons of vangaurdism")
  		if(/obj/item/clothing/head/collectable/police)
  			name = "Officer [real_name]"
  			emote_see = list("drools","looks for donuts")
  			desc = "Stop right there criminal scum!"
  		if(/obj/item/clothing/head/wizard/fake,	/obj/item/clothing/head/wizard,	/obj/item/clothing/head/collectable/wizard)
  			name = "Grandwizard [real_name]"
  			speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI  NATH!")
  		if(/obj/item/weapon/bedsheet)
  			name = "\improper Ghost"
  			speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
  			emote_see = list("stumbles around", "shivers")
  			emote_hear = list("howls","groans")
  			desc = "Spooky!"
  		if(/obj/item/clothing/head/helmet/space/santahat)
  			name = "Rudolph the Red-Nosed Corgi"
  			emote_hear = list("barks christmas songs", "yaps")
  			desc = "He has a very shiny nose."
  			SetLuminosity(4)
  		if(/obj/item/clothing/head/soft)
  			name = "Corgi Tech [real_name]"
  			desc = "The reason your yellow gloves have chew-marks."
  
  
  //IAN! SQUEEEEEEEEE~
  
negative.code: 	else
  		dat +=	"<br><b>Back:</b> <a href='?src=\ref[src];add_inv=back'>Nothing</a>"
  
  	user << browse(dat, text("window=mob[];size=325x500", real_name))
  	onclose(user, "mob[real_name]")
  	return
  
  