anchor.diff:  	var/working = 0
   	var/balance = 0 //How much money is in the machine, ready to be CONSUMED.
   	var/jackpots = 0
  +	var/paymode = HOLOCHIP //toggles between HOLOCHIP/COIN, defined above
  +	var/cointype = /obj/item/coin/iron //default cointype
   	var/list/coinvalues = list()
   	var/list/reels = list(list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0)
   	var/list/symbols = list(SEVEN = 1, "<font color='orange'>&</font>" = 2, "<font color='yellow'>@</font>" = 2, "<font color='green'>$</font>" = 2, "<font color='blue'>?</font>" = 2, "<font color='grey'>#</font>" = 2, "<font color='white'>!</font>" = 2, "<font color='fuchsia'>%</font>" = 2) //if people are winning too much, multiply every number in this list by 2 and see if they are still winning too much.
  
positive.code: 
  /obj/machinery/computer/slot_machine/proc/give_money(amount)
  	var/amount_to_give = money >= amount ? amount : money
  	var/surplus = amount_to_give - give_coins(amount_to_give)
  	money = max(0, money - amount)
  	balance += surplus
  
  /obj/machinery/computer/slot_machine/proc/give_coins(amount)
  	var/cointype = obj_flags & EMAGGED ? /obj/item/coin/iron : /obj/item/coin/silver
  
  	if(!(obj_flags & EMAGGED))
  		amount = dispense(amount, cointype, null, 0)
  
negative.code: 	return amount
  
  /obj/machinery/computer/slot_machine/proc/dispense(amount = 0, cointype = /obj/item/coin/silver, mob/living/target, throwit = 0)
  	if(paymode == HOLOCHIP)
  		var/obj/item/holochip/H = new /obj/item/holochip(loc,amount)
  		
  		if(throwit && target)
  			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
  
  