anchor.diff:  	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)
  -	H.remove_overlay(ABOVE_BODY_ADJ_LAYER)
  -	H.remove_overlay(ABOVE_BODY_FRONT_LAYER)
  -	H.remove_overlay(ABOVE_BODY_BEHIND_LAYER)
   	//END EDIT
   
   	if(!mutant_bodyparts)
  
positive.code: 
  /datum/species/proc/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour)
  	var/list/bodyparts_to_add = mutant_bodyparts.Copy()
  	var/list/relevent_layers = list(BODY_BEHIND_LAYER, BODY_ADJ_LAYER, BODY_FRONT_LAYER, BODY_TAUR_LAYER, ABOVE_BODY_ADJ_LAYER, UNDER_BODY_ADJ_LAYER)
  	var/list/standing	= list()
  
  	H.remove_overlay(BODY_BEHIND_LAYER)
  
negative.code: 	H.apply_overlay(BODY_ADJ_LAYER)
  	H.apply_overlay(BODY_FRONT_LAYER)
  	H.apply_overlay(BODY_TAUR_LAYER) // CITADEL EDIT
  
  //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.
  