anchor.diff:  /obj/item/light/Initialize()
   	. = ..()
   	update()
  -	
  +
   /obj/item/light/ComponentInitialize()
   	. = ..()
   	AddComponent(/datum/component/caltrop, force)
  
positive.code: #define LIGHT_BROKEN 2
  #define LIGHT_BURNED 3
  
  
  
  /obj/item/wallframe/light_fixture
  	name = "light fixture frame"
  
negative.code: 		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)
  		if(status == LIGHT_BURNED || status == LIGHT_OK)
  			shatter()
  
  