anchor.diff:  			if(hud_used.inventory_shown)
   				client.screen += gloves
   		update_observer_view(gloves,1)
  -		var/t_state = gloves.item_state
  -		if(!t_state)
  -			t_state = gloves.icon_state
  -		overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(state = t_state, default_layer = GLOVES_LAYER, default_icon_file = 'icons/mob/clothing/hands.dmi')
  +		overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(default_layer = GLOVES_LAYER, default_icon_file = 'icons/mob/clothing/hands.dmi')
   		gloves_overlay = overlays_standing[GLOVES_LAYER]
   		if(OFFSET_GLOVES in dna.species.offset_features)
   			gloves_overlay.pixel_x += dna.species.offset_features[OFFSET_GLOVES][1]
  
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: 				client.screen += glasses				//Either way, add the item to the HUD
  		update_observer_view(glasses,1)
  		if(!(head && (head.flags_inv & HIDEEYES)) && !(wear_mask && (wear_mask.flags_inv & HIDEEYES)))
  			overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/clothing/eyes.dmi', override_state = glasses.icon_state)
  		var/mutable_appearance/glasses_overlay = overlays_standing[GLASSES_LAYER]
  		if(glasses_overlay)
  			if(OFFSET_GLASSES in dna.species.offset_features)
  