anchor.diff:  				else if(H in contents)
   					H.playsound_local(source, null, 65, falloff = 0, S = prey_digest)
   
  +	update_gut(hound)
  +
   	if(cleaning)
  -		addtimer(CALLBACK(src, .proc/clean_cycle), 50)
  +		addtimer(CALLBACK(src, .proc/clean_cycle, hound), 50)
   
   /obj/item/dogborg/sleeper/proc/CheckAccepted(obj/item/I)
   	return is_type_in_typecache(I, important_items)
   
  -/obj/item/dogborg/sleeper/proc/inject_chem(chem)
  +/obj/item/dogborg/sleeper/proc/inject_chem(chem, mob/living/silicon/robot/hound)
  +	if(!hound)
  +		return
   	if(hound.cell.charge <= 800) //This is so borgs don't kill themselves with it. Remember, 750 charge used every injection.
   		to_chat(hound, "<span class='notice'>You don't have enough power to synthesize fluids.</span>")
   		return
  
positive.code: 		"<span class='notice'>[voracious ? "You start struggling inside of [src]'s tight, flexible confines," : "You start pounding against the metallic walls of [src],"] trying to trigger the release... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
  		"<span class='italics'>You hear a [voracious ? "couple of thumps" : "loud banging noise"] coming from within [hound].</span>")
  	if(do_after(user, breakout_time, target = src))
  		if(!user || user.stat != CONSCIOUS || user.loc != src )
  			return
  		user.visible_message("<span class='warning'>[user] successfully broke out of [hound.name]!</span>", \
  			"<span class='notice'>You successfully break out of [hound.name]!</span>")
  		go_out()
  
  /obj/item/dogborg/sleeper/proc/go_out(var/target)
  	hound = loc
  	hound.setClickCooldown(50)
  	var/voracious = TRUE
  	if(!hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
  		voracious = FALSE
  	else
  		for(var/mob/M in contents)
  			if(!M.client || !(M.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
  				voracious = FALSE
  	if(length(contents) > 0)
  		hound.visible_message("<span class='warning'>[voracious ? "[hound] empties out [hound.p_their()] contents via [hound.p_their()] release port." : "[hound]'s underside slides open with an audible clunk before [hound.p_their()] [src] flips over, carelessly dumping its contents onto the ground below [hound.p_them()] before closing right back up again."]</span>", \
  			"<span class='notice'>[voracious ? "You empty your contents via your release port." : "You open your sleeper hatch, quickly releasing all of the contents within before closing it again."]</span>")
  		if(target)
  			if(iscarbon(target))
  				var/mob/living/carbon/person = target
  				person.forceMove(get_turf(src))
  				person.reset_perspective()
  			else
  				var/obj/T = target
  				T.loc = hound.loc
  		else
  			for(var/C in contents)
  				if(iscarbon(C))
  					var/mob/living/carbon/person = C
  					person.forceMove(get_turf(src))
  					person.reset_perspective()
  				else
  					var/obj/T = C
  					T.loc = hound.loc
  		items_preserved.Cut()
  		update_gut()
  		cleaning = FALSE
  		playsound(loc, voracious ? 'sound/effects/splat.ogg' : 'sound/effects/bin_close.ogg', 50, 1)
  
  	else //You clicked eject with nothing in you, let's just reset stuff to be sure.
  		items_preserved.Cut()
  		cleaning = FALSE
  	update_gut()
  
  
  /obj/item/dogborg/sleeper/attack_self(mob/user)
  	if(..())
  		return
  	ui_interact(user)
  
  
negative.code: 
  			//Update icon and return new patient
  			hound.update_icons()
  			return
  
  	//Cleaning looks better with red on, even with nobody in it
  	if(cleaning && !patient)
  