anchor.diff:  	m_amt = 60
   	var/rigged = 0		// true if rigged to explode
   	var/brightness = 2 //how much light it gives off
  +	var/repair_state = 0
   
   /obj/item/weapon/light/tube
   	name = "light tube"
  
positive.code: 			rigged = 1
  
  		S.reagents.clear_reagents()
  	else
  		..()
  	return
  
  // called after an attack with a light item
  
negative.code: 			if(LIGHT_BURNED)
  				icon_state = "[base_state]-burned"
  				desc = "A burnt-out [name]."
  				if(repair_state == 1)
  					desc += " It has some wires hanging out."
  			if(LIGHT_BROKEN)
  				icon_state = "[base_state]-broken"
  				desc = "A broken [name]."
  				if(repair_state == 1)
  					desc += " It has some wires hanging out."
  				else if(repair_state == 2)
  					desc += " It has had new wires put in."
  
  
  /obj/item/weapon/light/New()
  