anchor.diff:  			icon_state = "[base_state]-broken"
   			desc = "A broken [name]."
   
  -
   /obj/item/light/Initialize()
   	. = ..()
   	update()
  -
  +	
  +/obj/item/light/ComponentInitialize()
  +	. = ..()
  +	AddComponent(/datum/component/caltrop, force)
  +
  +/obj/item/light/Crossed(mob/living/L)
  +	. = ..()
  +	if(istype(L) && has_gravity(loc))
  +		if(L.has_trait(TRAIT_LIGHT_STEP))
  +			playsound(loc, 'sound/effects/glass_step.ogg', 30, 1)
  +		else
  +			playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)	
  +		if(status == LIGHT_BURNED || status == LIGHT_OK)
  +			shatter()
   
   // attack bulb/tube with object
   // if a syringe, can inject plasma to make it explode
  
positive.code: 		status = LIGHT_BROKEN
  		force = 5
  		playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
  		update()
  
  
  
negative.code: 
  		if(S.reagents.has_reagent("plasma", 5))
  
  			rigged = TRUE
  
  		S.reagents.clear_reagents()
  	else
  