anchor.diff:  		if(user)
   			to_chat(user, "<span class='boldwarning'>Fucking machine! Must be rigged. Still... one more try couldn't hurt, right?</span>")
   
  +/obj/structure/cursed_slot_machine/update_overlays()
  +	. = ..()
  +	var/overlay_state = icon_screen
  +	. += mutable_appearance(icon, overlay_state)
  +	. += emissive_appearance(icon, overlay_state)
   
   /obj/structure/cursed_money
   	name = "bag of money"
  
positive.code: /obj/structure/cursed_slot_machine //Greed's slot machine: Used in the Greed ruin. Deals clone damage on each use, with a successful use giving a d20 of fate.
  	name = "greed's slot machine"
  	desc = "High stakes, high rewards."
  	icon = 'icons/obj/economy.dmi'
  	icon_state = "slots1"
  	anchored = TRUE
  	density = TRUE
  	var/win_prob = 5
  
  /obj/structure/cursed_slot_machine/interact(mob/living/carbon/human/user)
  	if(!istype(user))
  
negative.code: 	else
  		user.visible_message("<span class='warning'>[user] pulls [src]'s lever with a glint in [user.p_their()] eyes!</span>", "<span class='warning'>You feel a draining as you pull the lever, but you \
  		know it'll be worth it.</span>")
  	icon_screen = "slots_screen_working"
  	update_appearance()
  	playsound(src, 'sound/lavaland/cursed_slot_machine.ogg', 50, FALSE)
  	addtimer(CALLBACK(src, .proc/determine_victor, user), 50)
  
  /obj/structure/cursed_slot_machine/proc/determine_victor(mob/living/user)
  	icon_screen = "slots_screen"
  	update_appearance()
  	obj_flags &= ~IN_USE
  	if(prob(win_prob))
  		playsound(src, 'sound/lavaland/cursed_slot_machine_jackpot.ogg', 50, FALSE)
  