anchor.diff:  
   /datum/mutation/human/proc/on_losing(mob/living/carbon/human/owner)
   	if(owner.dna.mutations.Remove(src))
  -		text_lose_indication(owner)
  +		lose_indication(owner)
   		owner << text_lose_indication
   		return 0
   	return 1
  
positive.code: 
  /datum/mutation/human/laser_eyes/on_ranged_attack(mob/living/carbon/human/owner, atom/target)
  	if(owner.a_intent == "harm")
  		owner.LaserEyes(target)
negative.code: 		result_overlays[L.identificator] = visual_indicators[L.identificator]  //visual_indicators is where overlays icons are stored, they are all created on new of each mutation, i assume you will change it to linked list for easyness, but for now its just a list
  	return owner.redraw_overlays(result_overlays, MUTATION_LAYER)    //Currently mutations draw the overlays themselves but i assume if dismemberment will be overriding lots of shit like maybe clothes or something else mutations will just pass the shit to redraw proc
  */
  /datum/mutation/human/proc/lose_indication(mob/living/carbon/human/owner)
  	owner.overlays.Remove(visual_indicators)
  
  /datum/mutation/human/proc/on_attack_hand(mob/living/carbon/human/owner, atom/target)
  