anchor.diff:  		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)	
  +			playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
   		if(status == LIGHT_BURNED || status == LIGHT_OK)
   			shatter()
   
  
positive.code: 		else
  			removeStaticPower(static_power_used, STATIC_LIGHT)
  
  
  /obj/machinery/light/process()
  	if (!cell)
  
negative.code: /obj/item/light/Initialize()
  	. = ..()
  	update()
  
  /obj/item/light/ComponentInitialize()
  	. = ..()
  	AddComponent(/datum/component/caltrop, force)
  