anchor.diff:  	//CITADEL EDIT
   		if(BODY_TAUR_LAYER)
   			return "TAUR"
  -		if(ABOVE_BODY_ADJ_LAYER)
  -			return "ABADJ"
  -		if(ABOVE_BODY_FRONT_LAYER)
  -			return "ABFRONT"
  -		if(ABOVE_BODY_BEHIND_LAYER)
  -			return "ABBEHIND"
   	//END EDIT
   
   /datum/species/proc/spec_life(mob/living/carbon/human/H)
  
positive.code: 	H.apply_overlay(BODY_ADJ_LAYER)
  	H.apply_overlay(BODY_FRONT_LAYER)
  	H.apply_overlay(BODY_TAUR_LAYER) // CITADEL EDIT
  	H.apply_overlay(ABOVE_BODY_ADJ_LAYER)
  	H.apply_overlay(ABOVE_BODY_FRONT_LAYER)
  	H.apply_overlay(ABOVE_BODY_BEHIND_LAYER)
  
  //This exists so sprite accessories can still be per-layer without having to include that layer's
  //number in their sprite name, which causes issues when those numbers change.
  
negative.code: 	H.remove_overlay(BODY_FRONT_LAYER)
  	//CITADEL EDIT - Do not forget to add this to relevent_layers list just above too!
  	H.remove_overlay(BODY_TAUR_LAYER)
  	//END EDIT
  
  	if(!mutant_bodyparts)
  