anchor.diff:  			if(LIGHT_BURNED)
   				icon_state = "[base_state]-burned"
   				desc = "A burnt-out [name]."
  +				if(repair_state == 1)
  +					desc += " It has some wires hanging out."
   			if(LIGHT_BROKEN)
   				icon_state = "[base_state]-broken"
   				desc = "A broken [name]."
  +				if(repair_state == 1)
  +					desc += " It has some wires hanging out."
  +				else if(repair_state == 2)
  +					desc += " It has had new wires put in."
   
   
   /obj/item/weapon/light/New()
  
positive.code: 			rigged = 1
  
  		S.reagents.clear_reagents()
  	else
  		..()
  	return
  
  // called after an attack with a light item
  
negative.code: 
  // attack bulb/tube with object
  // if a syringe, can inject plasma to make it explode
  // also repairing them with wire and screwdriver
  // and glass if it's broken
  /obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
  	if(istype(I, /obj/item/weapon/reagent_containers/syringe))
  		var/obj/item/weapon/reagent_containers/syringe/S = I
  
  