anchor.diff:  				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(state = glasses.icon_state, default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/clothing/eyes.dmi')
  +			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)
  
positive.code: 		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')
  		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]
  
negative.code: 			if(hud_used.inventory_shown)
  				client.screen += gloves
  		update_observer_view(gloves,1)
  		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]
  