anchor.diff:  			M.forceMove(src)
   			src.occupant = M
   			src.icon_state = "sleeper"
  -			M << "\blue <b>You feel cool air surround you. You go numb as your senses turn inward.</b>"
  +			M << "<span class='boldnotice'>You feel cool air surround you. You go numb as your senses turn inward.</span>"
   
   			src.add_fingerprint(user)
   			qdel(G)
  
positive.code: 
  	if(istype(G, /obj/item/weapon/grab))
  		if(panel_open)
  			user << "\blue <b>Close the maintenance panel first.</b>"
  			return
  		if(!ismob(G:affecting))
  			return
  		if(src.occupant)
  			user << "\blue <B>The sleeper is already occupied!</B>"
  			return
  		for(var/mob/living/carbon/slime/M in range(1,G:affecting))
  			if(M.Victim == G:affecting)
  
negative.code: 		L.forceMove(src)
  		src.occupant = L
  		src.icon_state = "sleeper"
  		L << "<span class='boldnotice'>You feel cool air surround you. You go numb as your senses turn inward.</span>"
  		src.add_fingerprint(user)
  		if(user.pulling == L)
  			user.pulling = null
  