anchor.diff:  
   // attack bulb/tube with object
   // if a syringe, can inject plasma to make it explode
  +// also repairing them with wire and screwdriver
  +// and glass if it's broken
   /obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
  -	..()
   	if(istype(I, /obj/item/weapon/reagent_containers/syringe))
   		var/obj/item/weapon/reagent_containers/syringe/S = I
   
  
positive.code: 			if(LIGHT_BURNED)
  				icon_state = "[base_state]-burned"
  				desc = "A burnt-out [name]."
  			if(LIGHT_BROKEN)
  				icon_state = "[base_state]-broken"
  				desc = "A broken [name]."
  
  
  /obj/item/weapon/light/New()
  
negative.code: 			rigged = 1
  
  		S.reagents.clear_reagents()
  		return
  	if(status != 0)
  		if(istype(I, /obj/item/weapon/cable_coil) && repair_state == 0)
  			user << "You put some new wiring into the [src]."
  			I:use(1)
  			repair_state = 1
  			update()
  			return
  		if(istype(I, /obj/item/weapon/screwdriver) && repair_state == 1)
  			user << "You attach the new wiring."
  			playsound(src.loc, 'Screwdriver.ogg', 100, 1)
  			if(status == LIGHT_BURNED)
  				repair_state = 0
  				status = LIGHT_OK
  			else
  				repair_state = 2
  			update()
  			return
  		if(istype(I, /obj/item/stack/sheet/glass) && status == LIGHT_BROKEN)
  			user << "You repair the glass of the [src]." //this is worded terribly
  			I:use(1)
  			force = 2 //because breaking it changes the force, this changes it back
  			if(repair_state == 2)
  				repair_state = 0
  				status = LIGHT_OK
  			else
  				status = LIGHT_BURNED
  			update()
  			return
  	..()
  	return
  
  // called after an attack with a light item
  