anchor.diff:  	anchored = FALSE
   	item_flags = NOBLUDGEON
   	armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
  -	///The current matter count
  -	var/matter = 0
  -	///The max amount of matter in the device
  -	var/max_matter = 30
  -	///The type of the object we are going to dispense
  -	var/to_dispense
  -	///The cost of the object we are going to dispense
  -	var/dispense_cost = 0
  +	var/matter = 0 	///The current matter count
  +	var/max_matter = 30 	///The max amount of matter in the device
  +	var/to_dispense 	///The type of the object we are going to dispense
  +	var/dispense_cost = 0 	///The cost of the object we are going to dispense
   	w_class = WEIGHT_CLASS_NORMAL
   	///An associated list of atoms and charge costs. This can contain a seperate list, as long as it's associated item is an object
   	var/list/cost_by_item = list(/obj/item/reagent_containers/food/drinks/drinkingglass = 20,
  
positive.code: 	action_type = "Fabricates"
  	///Tracks whether or not the cookiesynth is about to print a poisoned cookie
  	var/toxin = FALSE //This might be better suited to some initialize fuckery, but I don't have a good "poisoned" sprite
  	///Holds a copy of world.time taken the last time the synth gained a charge. Used with cooldowndelay to track when the next charge should be gained
  	var/cooldown = 0
  	///The period between recharges
  	var/cooldowndelay = 10
  
  /obj/item/rsf/cookiesynth/Initialize()
  	. = ..()
  
negative.code: 	name = "\improper Rapid-Service-Fabricator"
  	desc = "A device used to rapidly deploy service items."
  	icon = 'icons/obj/tools.dmi'
  	icon_state = "rsf" 	///The icon state to revert to when the tool is empty (thanks TG)
  	var/spent_icon_state = "rsf_empty"
  	lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
  	righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
  