local assets=
{
	Asset("ANIM", "anim/fhl_hsf.zip"),
	Asset("ATLAS", "images/inventoryimages/fhl_hsf.xml")
}

local function saniup(inst)
	if inst.isWeared and not inst.isDropped then
		--inst:AddComponent("dapperness")
		inst.components.equippable.dapperness = 1
	end
end

local function onequip(inst, owner) 
    --owner.AnimState:OverrideSymbol("swap_hat", "faroz_gls", "swap_hat")

    --owner.AnimState:Show("HAT")
    --owner.AnimState:Show("HAT_HAIR")
    --owner.AnimState:Hide("HAIR_NOHAT")
    --owner.AnimState:Hide("HAIR")

    --if owner:HasTag("player") then
    --    owner.AnimState:Hide("HEAD")
    --    owner.AnimState:Show("HEAD_HAT")
    --end 
    inst.isWeared = true
	inst.isDropped = false
	saniup(inst)
end

local function onunequip(inst, owner) 
	--owner.AnimState:Hide("HAT")
    --owner.AnimState:Hide("HAT_HAIR")
    --owner.AnimState:Show("HAIR_NOHAT")
    --owner.AnimState:Show("HAIR")

    --if owner:HasTag("player") then
    --    owner.AnimState:Show("HEAD")
    --    owner.AnimState:Hide("HEAD_HAT")
    --end
	inst.isWeared = false
	inst.isDropped = false
	saniup(inst)
end

local function ondrop(inst)
	inst.isDropped = true
	inst.isWeared = false
	saniup(inst)
end

local function fn(Sim)
	local inst = CreateEntity()
	local trans = inst.entity:AddTransform()
	local anim = inst.entity:AddAnimState()
    MakeInventoryPhysics(inst)
	inst.entity:AddNetwork()
	
	inst:AddTag("sharp")
	--inst:AddTag("hat")
	
	inst.isWeared = false
	inst.isDropped = false
	
	--anim:SetBank("beehat")
    --anim:SetBuild("fhl_hsf")
	--anim:PlayAnimation("anim")
	
	anim:SetBank("fhl_hsf")
    anim:SetBuild("fhl_hsf")
	anim:PlayAnimation("idel")
	
	inst:AddComponent("inspectable")--Åå´÷ÉÏ
	
	inst.entity:SetPristine()
    if not TheWorld.ismastersim then
        return inst
    end
	
    if glassesdrop == 1 then
    	inst:AddTag("irreplaceable")
	end 
	
	inst:AddComponent("inventoryitem")
    inst.components.inventoryitem.atlasname = "images/inventoryimages/fhl_hsf.xml"
    
	inst:AddComponent("equippable")
    inst.components.equippable.equipslot = EQUIPSLOTS.HEAD
	
	if inst and TUNING.BUFFGO then
		inst:AddComponent("armor")
		inst.components.armor:InitCondition(TUNING.ARMORMARBLE*3, 0.5)
    end
    inst.components.equippable:SetOnEquip( onequip )
    inst.components.equippable:SetOnUnequip( onunequip )
	inst.components.inventoryitem:SetOnDroppedFn( ondrop )
	
	inst:ListenForEvent("phasechanged", function() saniup(inst) end, TheWorld)
	return inst
end

return Prefab( "common/inventory/fhl_hsf", fn, assets)