anchor.diff:  
   /obj/item/soap/tongue/attack_self(mob/user)
   	var/mob/living/silicon/robot.R = user
  -	if(R.emagged)
  -		name = "hacked tongue of doom"
  -		desc = "Your tongue has been upgraded successfully. Congratulations."
  -		icon = 'icons/mob/dogborg.dmi'
  -		icon_state = "syndietongue"
  -		cleanspeed = 10 //(nerf'd)tator soap stat
  -	else
  -		name = "synthetic tongue"
  -		desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
  -		icon = 'icons/mob/dogborg.dmi'
  -		icon_state = "synthtongue"
  -		cleanspeed = initial(cleanspeed)
  +	if(R.cell && R.cell.charge > 100)
  +		if(R.emagged && status == 0)
  +			status = !status
  +			name = "energized tongue"
  +			desc = "Your tongue is energized for dangerously maximum efficency."
  +			icon_state = "syndietongue"
  +			to_chat(user, "<span class='notice'>Your tongue is now [status ? "Energized" : "Normal"].</span>")
  +			cleanspeed = 10 //(nerf'd)tator soap stat
  +		else
  +			status = 0
  +			name = "synthetic tongue"
  +			desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
  +			icon_state = "synthtongue"
  +			cleanspeed = initial(cleanspeed)
  +			if(R.emagged)
  +				to_chat(user, "<span class='notice'>Your tongue is now [status ? "Energized" : "Normal"].</span>")
   	update_icon()
   
   /obj/item/soap/tongue/afterattack(atom/target, mob/user, proximity)
  
positive.code: 	else if(isobj(target)) //hoo boy. danger zone man
  		if(istype(target,/obj/item/trash))
  			R.visible_message("[R] nibbles away at \the [target.name].", "<span class='warning'>You begin to nibble away at \the [target.name]...</span>")
  			if(do_after(R, src.cleanspeed, target = target))
  				if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
  					return //If they moved away, you can't eat them.
  				to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
  				qdel(target)
  				R.cell.give(250)
  			return
  		if(istype(target,/obj/item/stock_parts/cell))
  			R.visible_message("[R] begins cramming \the [target.name] down its throat.", "<span class='warning'>You begin cramming \the [target.name] down your throat...</span>")
  			if(do_after(R, 50, target = target))
  				if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
  					return //If they moved away, you can't eat them.
  				to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
  				var/obj/item/stock_parts/cell.C = target
  				R.cell.charge = R.cell.charge + (C.charge / 3) //Instant full cell upgrades op idgaf
  				qdel(target)
  			return
  		var/obj/item/I = target //HAHA FUCK IT, NOT LIKE WE ALREADY HAVE A SHITTON OF WAYS TO REMOVE SHIT
  		if(!I.anchored && R.emagged)
  			R.visible_message("[R] begins chewing up \the [target.name]. Looks like it's trying to loophole around its diet restriction!", "<span class='warning'>You begin chewing up \the [target.name]...</span>")
  			if(do_after(R, 100, target = I)) //Nerf dat time yo
  				if(!in_range(src, target)) //Proximity is probably old news by now, do a new check. Even emags don't make you magically eat things at range.
  					return //If they moved away, you can't eat them.
  				visible_message("<span class='warning'>[R] chews up \the [target.name] and cleans off the debris!</span>")
  				to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
  				qdel(I)
  				R.cell.give(500)
  			return
  		R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
  		if(do_after(R, src.cleanspeed, target = target))
  			if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
  				return //If they moved away, you can't clean them.
  			to_chat(R,"<span class='notice'>You clean \the [target.name].</span>")
  			var/obj/effect/decal/cleanable/C = locate() in target
  			qdel(C)
  			SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
  	else if(ishuman(target))
  		if(R.emagged)
  			var/mob/living/L = target
  			if(R.cell.charge <= 666)
  				return
  			L.Stun(4) // normal stunbaton is force 7 gimme a break good sir!
  			L.Knockdown(80)
  			L.apply_effect(EFFECT_STUTTER, 4)
  			L.visible_message("<span class='danger'>[R] has shocked [L] with its tongue!</span>", \
  								"<span class='userdanger'>[R] has shocked you with its tongue! You can feel the betrayal.</span>")
  			playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
  			R.cell.use(666)
  		else
  			R.visible_message("<span class='warning'>\the [R] affectionally licks \the [target]'s face!</span>", "<span class='notice'>You affectionally lick \the [target]'s face!</span>")
  			playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
  			var/mob/living/L = target
  			if(istype(L) && L.fire_stacks > 0)
  				L.adjust_fire_stacks(-10)
  			return
  	else if(istype(target, /obj/structure/window))
  		R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
  		if(do_after(R, src.cleanspeed, target = target))
  			if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
  				return //If they moved away, you can't clean them.
  			to_chat(R, "<span class='notice'>You clean \the [target.name].</span>")
  			target.color = initial(target.color)
  	else
  		R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
  		if(do_after(R, src.cleanspeed, target = target))
  			if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
  				return //If they moved away, you can't clean them.
  			to_chat(R, "<span class='notice'>You clean \the [target.name].</span>")
  			var/obj/effect/decal/cleanable/C = locate() in target
  			qdel(C)
  			SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
  	return
  
  
  
negative.code: /obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
  	..()
  	user.do_attack_animation(A, ATTACK_EFFECT_BITE)
  	log_combat(user, A, "bit")
  
  /obj/item/dogborg/jaws/small/attack_self(mob/user)
  	var/mob/living/silicon/robot.R = user
  