anchor.diff:  	var/status = 0		// LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
   	var/base_state
   	var/switchcount = 0	// number of times switched
  -	materials = list(MAT_METAL=60)
  +	materials = list(MAT_GLASS=100, MAT_METAL=60)
   	var/rigged = 0		// true if rigged to explode
   	var/brightness = 2 //how much light it gives off
   
  
positive.code: 	icon_state = "lbulb"
  	base_state = "lbulb"
  	item_state = "contvapour"
  	materials = list(MAT_GLASS=100)
  	brightness = 4
  
  /obj/item/weapon/light/throw_impact(atom/hit_atom)
  
negative.code: 	icon_state = "ltube"
  	base_state = "ltube"
  	item_state = "c_tube"
  	brightness = 8
  
  /obj/item/weapon/light/bulb
  