anchor.diff:  			else
   				m_select.screen_loc = null
   
  -	var/suit_img	//A bit of kludge to make belts go under coats, but on other suits
  -	var/suit_stain
  +
   	if (wear_suit)
   		/*if (mutations & FAT && !(wear_suit.flags & ONESIZEFITSALL))
   			src << "\red You burst out of the [wear_suit.name]!"
  
positive.code: 					stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
  				else
  					stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
  				suit_stain = image("icon" = stain_icon, "layer" = MOB_LAYER)
  			wear_suit.screen_loc = ui_oclothing
  		if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
  			if (handcuffed)
  
negative.code: 			overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
  		head.screen_loc = ui_head
  
  	// Belt
  	if (belt)
  		var/t1 = belt.item_state
  		if (!t1)
  			t1 = belt.icon_state
  		overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
  		belt.screen_loc = ui_belt
  
  	if ((wear_mask && !(wear_mask.see_face)) || (head && !(head.see_face))) // can't see the face
  		if (wear_id)
  