anchor.diff:  	for(var/i = 0; i < 7; i++)
   		new /obj/item/weapon/light/bulb(src)
   
  +
  +
   /obj/structure/light_frame
   	name = "Light Fixture Frame"
   	icon = 'lighting.dmi'
  
positive.code: // The lighting system
  //
  // consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
  
  
  // status values shared between lighting fixtures and items
  #define LIGHT_OK 0
  #define LIGHT_EMPTY 1
  #define LIGHT_BROKEN 2
  #define LIGHT_BURNED 3
  
  // the standard tube light fixture
  
  /obj/machinery/light
  	name = "light fixture"
  	icon = 'lighting.dmi'
  	var/base_state = "tube"		// base description and icon_state
  	icon_state = "tube1"
  	desc = "A lighting fixture."
  	anchored = 1
  	layer = 5  					// They were appearing under mobs which is a little weird - Ostaf
  	use_power = 2
  	idle_power_usage = 2
  	active_power_usage = 20
  	power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
  	var/on = 0					// 1 if on, 0 if off
  	var/on_gs = 0
  	var/brightness = 8			// luminosity when on, also used in power calculation
  	var/status = LIGHT_OK		// LIGHT_OK, _EMPTY, _BURNED or _BROKEN
  
  	var/light_type = /obj/item/weapon/light/tube		// the type of light item
  
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)
  