anchor.diff:  	return amount
   
   /obj/machinery/computer/slot_machine/proc/dispense(amount = 0, cointype = /obj/item/coin/silver, mob/living/target, throwit = 0)
  -	var/value = coinvalues["[cointype]"]
  -
  -
  -	while(amount >= value)
  -		var/obj/item/coin/C = new cointype(loc) //DOUBLE THE PAIN
  -		amount -= value
  +	if(paymode == HOLOCHIP)
  +		var/obj/item/holochip/H = new /obj/item/holochip(loc,amount)
  +		
   		if(throwit && target)
  -			C.throw_at(target, 3, 10)
  -		else
  -			random_step(C, 2, 40)
  +			H.throw_at(target, 3, 10)
  +	else
  +		var/value = coinvalues["[cointype]"]
  +
  +		while(amount >= value)
  +			var/obj/item/coin/C = new cointype(loc) //DOUBLE THE PAIN
  +			amount -= value
  +			if(throwit && target)
  +				C.throw_at(target, 3, 10)
  +			else
  +				random_step(C, 2, 40)
   
   	return amount
   
  
positive.code: 		spin(usr)
  
  	else if(href_list["refund"])
  		give_coins(balance)
  		balance = 0
  
  /obj/machinery/computer/slot_machine/emp_act(severity)
  
negative.code: 
  /obj/machinery/computer/slot_machine/proc/give_money(amount)
  	var/amount_to_give = money >= amount ? amount : money
  	var/surplus = amount_to_give - give_payout(amount_to_give)
  	money = max(0, money - amount)
  	balance += surplus
  
  /obj/machinery/computer/slot_machine/proc/give_payout(amount)
  	if(paymode == HOLOCHIP)
  		cointype = /obj/item/holochip
  	else
  		cointype = obj_flags & EMAGGED ? /obj/item/coin/iron : /obj/item/coin/silver
  
  	if(!(obj_flags & EMAGGED))
  		amount = dispense(amount, cointype, null, 0)
  