anchor.diff:  	remove_overlay(FACEMASK_LAYER)
   
   	if(istype(wear_mask, /obj/item/clothing/mask))
  -		if(client && hud_used && hud_used.hud_shown)
  -			if(hud_used.inventory_shown)				//if the inventory is open ...
  -				wear_mask.screen_loc = ui_mask	//TODO	//...draw the item in the inventory screen
  -			client.screen += wear_mask					//Either way, add the item to the HUD
  +		wear_mask.screen_loc = ui_mask
  +		if(client && hud_used && hud_used.hud_shown)
  +			client.screen += wear_mask					// add the item to the HUD
   
   		var/image/standing	= image("icon"='icons/mob/mask.dmi', "icon_state"="[wear_mask.icon_state]", "layer"=-FACEMASK_LAYER)
   		overlays_standing[FACEMASK_LAYER]	= standing
  
positive.code: 
  	if(istype(w_uniform, /obj/item/clothing/under))
  		var/obj/item/clothing/under/U = w_uniform
  		if(client && hud_used && hud_used.hud_shown)
  			if(hud_used.inventory_shown)			//if the inventory is open ...
  				w_uniform.screen_loc = ui_iclothing //...draw the item in the inventory screen
  			client.screen += w_uniform				//Either way, add the item to the HUD
  
  		var/t_color = w_uniform.item_color
  		if(!t_color)		t_color = icon_state
  
negative.code: /mob/living/carbon/human/update_inv_gloves()
  	remove_overlay(GLOVES_LAYER)
  	if(gloves)
  		gloves.screen_loc = ui_gloves
  		if(client && hud_used && hud_used.hud_shown)
  			client.screen += gloves					// add the item to the HUD
  
  		var/t_state = gloves.item_state
  		if(!t_state)	t_state = gloves.icon_state
  