anchor.diff:  					START_PROCESSING(SSobj, src)
   					sleeperUI(usr)
   					if(patient)
  -						patient << "<span class='danger'>[hound.name]'s [src.name] fills with caustic enzymes around you!</span>"
  +						to_chat(patient, "<span class='danger'>[hound.name]'s [src.name] fills with caustic enzymes around you!</span>")
   					return
   		if(cleaning)
   			sleeperUI(usr)
  
positive.code: 		if(istype(target,/obj/item/trash))
  			user.visible_message("[user] nibbles away at \the [target.name].", "<span class='warning'>You begin to nibble away at \the [target.name]...</span>")
  			if(do_after(user, src.cleanspeed, target = target))
  				user << "<span class='notice'>You finish off \the [target.name].</span>"
  				qdel(target)
  				var/mob/living/silicon/robot.R = user
  				R.cell.give(250)
  
negative.code: 		if(!I.anchored && src.emagged)
  			user.visible_message("[user] 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(user, 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'>[user] chews up \the [target.name] and cleans off the debris!</span>")
  				to_chat(user, "<span class='notice'>You finish off \the [target.name].</span>")
  				qdel(I)
  				var/mob/living/silicon/robot.R = user
  				R.cell.give(500)
  			return
  		user.visible_message("[user] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
  		if(do_after(user, 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(user,"<span class='notice'>You clean \the [target.name].</span>")
  			var/obj/effect/decal/cleanable/C = locate() in target
  			qdel(C)
  			target.clean_blood()
  