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: 				c:layer = initial(c:layer)*/
  		if (istype(wear_suit, /obj/item/clothing/suit))
  			var/t1 = wear_suit.icon_state
  			overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
  		if (wear_suit)
  			if (wear_suit.blood_DNA)
  				var/icon/stain_icon = null
  
negative.code: 				hand = 0
  				drop_item()
  				hand = h
  	// Belt
  	var/belt_img	//A bit of kludge to make belts go under coats, but on other suits
  	if (belt)
  		var/t1 = belt.item_state
  		if (!t1)
  			t1 = belt.icon_state
  		belt_img = image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
  		belt.screen_loc = ui_belt
  
  	//A bit of kludge to make belts go under coats, but on other suits
  	if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit) || istype(wear_suit, /obj/item/clothing/suit/storage/labcoat))
  		overlays += belt_img
  		overlays += suit_img
  		overlays += suit_stain
  	else
  		overlays += suit_img
  		overlays += suit_stain
  		overlays += belt_img
  
  
  	if (lying)
  