anchor.diff:  
   /obj/screen/inventory/MouseExited()
   	..()
  -	cut_overlay(object_overlays)
  -	object_overlays.Cut()
  +	cut_overlay(object_overlay)
  +	QDEL_NULL(object_overlay)
   
   /obj/screen/inventory/update_icon_state()
   	if(!icon_empty)
  
positive.code: 	H.open_language_menu(usr)
  
  /obj/screen/inventory
  	var/slot_id	// The indentifier for the slot. It has nothing to do with ID cards.
  	var/icon_empty // Icon when empty. For now used only by humans.
  	var/icon_full  // Icon when contains an item. For now used only by humans.
  	var/list/object_overlays = list()
  	layer = HUD_LAYER
  	plane = HUD_PLANE
  
  
negative.code: 	else
  		item_overlay.color = "#00ff00"
  
  	cut_overlay(object_overlay)
  	object_overlay = item_overlay
  	add_overlay(object_overlay)
  
  /obj/screen/inventory/hand
  	var/mutable_appearance/handcuff_overlay
  