anchor.diff:  
   /obj/item/device/lightreplacer/examine(mob/user)
   	..()
  -	user << "It has [uses] light\s remaining."
  +	user << status_string()
   
   /obj/item/device/lightreplacer/attackby(obj/item/W, mob/user, params)
   
  
positive.code: 			return
  		else if(G.use(decrement))
  			AddUses(increment)
  			user << "<span class='notice'>You insert a piece of glass into the [src.name]. You have [uses] lights remaining.</span>"
  			return
  		else
  			user << "<span class='warning'>You need one sheet of glass to replace lights!</span>"
  
  	if(istype(W, /obj/item/weapon/light))
  		var/obj/item/weapon/light/L = W
  		if(L.status == 0) // LIGHT OKAY
  			if(uses < max_uses)
  				if(!user.unEquip(W))
  					return
  				AddUses(1)
  				user << "<span class='notice'>You insert the [L.name] into the [src.name]. You have [uses] lights remaining.</span>"
  				qdel(L)
  				return
  		else
  			user << "<span class='warning'>You need a working light!</span>"
  			return
  
  	if(istype(W, /obj/item/weapon/storage))
  		var/obj/item/weapon/storage/S = W
  		var/found_good_light = 0
  		var/replaced_something = 0
  
  		for(var/obj/item/I in S.contents)
  			if(istype(I,/obj/item/weapon/light))
  				var/obj/item/weapon/light/L = I
  				if(L.status == LIGHT_OK)
  					found_good_light = 1
  					if(src.uses < max_uses)
  						qdel(L)
  						AddUses(1)
  						replaced_something = 1
  					else
  						break
  
  		if(!found_good_light)
  			user << "<span class='warning'>\The [S] contains no useable lights!</span>"
  			return
  
  		if(!replaced_something && src.uses == max_uses)
  			user << "<span class='warning'>\The [src] is full!</span>"
  			return
  
  		user << "<span class='notice'>You fill \the [src] with lights from \the [S]. You have [uses] lights remaining.</span>"
  
  /obj/item/device/lightreplacer/emag_act()
  	if(!emagged)
  
negative.code: 			usr << "You shortcircuit the [src]."
  			return
  	*/
  	usr << status_string()
  
  /obj/item/device/lightreplacer/update_icon()
  	icon_state = "lightreplacer[emagged]"
  
  /obj/item/device/lightreplacer/proc/status_string()
  	return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
  
  /obj/item/device/lightreplacer/proc/Use(mob/user)
  
  