anchor.diff:  			preview_icon.Blend(rgb(H.s_tone, H.s_tone, H.s_tone), ICON_ADD)
   		else
   			preview_icon.Blend(rgb(-H.s_tone,  -H.s_tone,  -H.s_tone), ICON_SUBTRACT)
  -
  +/* Commented out due to broken-ness, see below comment
   	// Skin color
   	if(H.species.flags & HAS_SKIN_TONE)
   		if(!H.species || H.species.flags & HAS_SKIN_COLOR)
   			preview_icon.Blend(rgb(H.r_skin, H.g_skin, H.b_skin), ICON_ADD)
  +*/
  +	// Proper Skin color - Fix, you can't have HAS_SKIN_TONE *and* HAS_SKIN_COLOR
  +	if(H.species.bodyflags & HAS_SKIN_COLOR)
  +		preview_icon.Blend(rgb(H.r_skin, H.g_skin, H.b_skin), ICON_ADD)
   
   	var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = H.species ? H.species.eyes : "eyes_s")
   
  
positive.code: 		if(E.status & ORGAN_ROBOT)
  			temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
  		preview_icon.Blend(temp, ICON_OVERLAY)
  	
  	//Tail
  	if(H.species.tail && H.species.flags & HAS_TAIL)
  		temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[H.species.tail]_s")
  
negative.code: 			clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
  		else if(H.mind.assigned_role in get_all_centcom_jobs())
  			clothes_s = new /icon('icons/mob/uniform.dmi', "officer_s")
  			clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY)
  		else
  			clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
  			clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
  