anchor.diff:  	if(.)//cant add
   		return TRUE
   	var/obj/item/organ/brain/brain = owner.getorganslot(ORGAN_SLOT_BRAIN)
  -	if(brain) //so this doesn't instantly kill you
  -		brain.organ_flags &= ~ORGAN_VITAL
  -		qdel(brain)
  +	if(brain)
  +		brain.zone = BODY_ZONE_CHEST
   
   	var/obj/item/bodypart/head/head = owner.get_bodypart(BODY_ZONE_HEAD)
   	if(head)
  
positive.code: 
  /datum/mutation/human/headless
  	name = "H.A.R.S."
  	desc = "A mutation that makes the body reject the head. Stands for Head Allergic Rejection Syndrome. Warning: Removing this mutation is very dangerous, though it will regenerate head organs."
  	difficulty = 12 //pretty good for traitors
  	quality = NEGATIVE //holy shit no eyes or tongue or ears
  	text_gain_indication = "<span class='warning'>Something feels off.</span>"
  
negative.code: 	. = ..()
  	if(.)
  		return TRUE
  	var/obj/item/organ/brain/brain = owner.getorganslot(ORGAN_SLOT_BRAIN)
  	if(brain) //so this doesn't instantly kill you. we could delete the brain, but it lets people cure brain issues they /really/ shouldn't be
  		brain.zone = BODY_ZONE_HEAD
  	UnregisterSignal(owner, COMSIG_CARBON_ATTACH_LIMB)
  	var/successful = owner.regenerate_limb(BODY_ZONE_HEAD, noheal = TRUE) //noheal needs to be TRUE to prevent weird adding and removing mutation healing
  	if(!successful)
  