anchor.diff:  	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 = FALSE					// 1 if on, 0 if off
  -	var/on_gs = 0
  +	var/on_gs = FALSE
   	var/static_power_used = 0
   	var/brightness = 8			// luminosity when on, also used in power calculation
  +	var/bulb_power = 1			// basically the alpha of the emitted light source
  +	var/bulb_colour = "#FFFFFF"	// befault colour of the light.
   	var/status = LIGHT_OK		// LIGHT_OK, _EMPTY, _BURNED or _BROKEN
  -	var/flickering = 0
  +	var/flickering = FALSE
   	var/light_type = /obj/item/light/tube		// the type of light item
   	var/fitting = "tube"
   	var/switchcount = 0			// count of number of times switched on/off
   								// this is used to calc the probability the light burns out
   
  -	var/rigged = 0				// true if rigged to explode
  +	var/rigged = FALSE			// true if rigged to explode
   
   	var/obj/item/stock_parts/cell/cell
   	var/start_with_cell = TRUE	// if true, this fixture generates a very weak cell at roundstart
   	var/emergency_mode = FALSE	// if true, the light is in emergency mode
   	var/no_emergency = FALSE	// if true, this light cannot ever have an emergency mode
  +	var/bulb_emergency_brightness_mul	// multiplier for this light's base brightness in emergency power mode
  +	var/bulb_emergency_colour = "#FF3232"	// determines the colour of the light while it's in emergency mode
  +	var/bulb_emergency_pow_mul = 0.75	// the multiplier for determining the light's power in emergency mode
  +	var/bulb_emergency_pow_min = 0.5	// the minimum value for the light's power in emergency mode
   
   // the smaller bulb light fixture
   
  
positive.code: 	icon = 'icons/obj/lighting.dmi'
  	icon_state = "tube-construct-item"
  	result_path = /obj/structure/light_construct
  	inverse = 1
  
  /obj/item/wallframe/light_fixture/small
  	name = "small light fixture frame"
  
negative.code: 					burn_out()
  			else
  				use_power = ACTIVE_POWER_USE
  				set_light(brightness, bulb_power, bulb_colour)
  	else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
  		use_power = IDLE_POWER_USE
  		emergency_mode = TRUE
  