anchor.diff:  	icon_state = "lamp1"
   	base_state = "lamp"
   	fitting = "bulb"
  -	brightness = 7
   	desc = "A desk lamp"
   	light_type = /obj/item/weapon/light/bulb
   	var/switchon = 0		// independent switching for lamps - not controlled by area lightswitch
  
positive.code: 
  	var/rigged = 0				// true if rigged to explode
  
  // the smaller bulb light fixture
  
  /obj/machinery/light/small
  	icon_state = "bulb1"
  	base_state = "bulb"
  	fitting = "bulb"
  	brightness = 3
  	desc = "A small lighting fixture."
  	light_type = /obj/item/weapon/light/bulb
  
  /obj/machinery/light/small/spot
  	brightness = 5
  
  /obj/machinery/light/spot
  	name = "spotlight"
  
negative.code: 				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)
  