anchor.diff:  			user.visible_message("[user.name] closes [src]'s casing.", \
   				"You close [src]'s casing.", "You hear a noise.")
   			playsound(src.loc, 'Screwdriver.ogg', 75, 1)
  -			return
  -		else if (src.stage == 3)
  +
   			switch(fixture_type)
  -				if ("tube")
  -					src.icon_state = "tube-construct-stage2"
  -				if("bulb")
  -					src.icon_state = "bulb-construct-stage2"
  -			user.visible_message("[user.name] opens [src]'s casing.", \
  -				"You open [src]'s casing.", "You hear a noise.")
  -			playsound(src.loc, 'Screwdriver.ogg', 75, 1)
  -			src.stage = 2
  -			return
  -
  -	if(istype(W, /obj/item/weapon/light/))
  -		if (istype(W, /obj/item/weapon/light/tube) && !(fixture_type == "tube")) return
  -		if (istype(W, /obj/item/weapon/light/bulb) && !(fixture_type == "bulb")) return
  -		if (src.stage != 3) return
  -		switch(fixture_type)
  -			if("tube")
  -				newlight = new /obj/machinery/light(src.loc)
  -			if ("bulb")
  -				newlight = new /obj/machinery/light/small(src.loc)
  -		var/obj/item/weapon/light/L = W
  -		newlight.status = L.status
  -		newlight.switchcount = L.switchcount
  -		newlight.rigged = L.rigged
  -		newlight.brightness = L.brightness
  -		newlight.dir = src.dir
  -		newlight.on = newlight.has_power()
  -		newlight.fingerprints = src.fingerprints
  -		newlight.fingerprintshidden = src.fingerprintshidden
  -		newlight.fingerprintslast = src.fingerprintslast
  -		user.visible_message("[user.name] adds a light tube to [src], finishing it.", \
  -			"You finish [src].")
  -		del(W)
  -		del(src)
  -		return
  +
  +				if("tube")
  +					newlight = new /obj/machinery/light/built(src.loc)
  +				if ("bulb")
  +					newlight = new /obj/machinery/light/small/built(src.loc)
  +
  +			newlight.dir = src.dir
  +			src.transfer_fingerprints_to(newlight)
  +			del(src)
  +			return
   	..()
   
   /obj/machinery/light_construct/small
  
positive.code: 				if(prob(25))
  					broken(1)
  		spawn(1)
  			update()
  
  /obj/machinery/light/Del()
  	var/area/A = get_area(src)
  
negative.code: 	light_type = /obj/item/weapon/light/tube/large
  	brightness = 15
  
  /obj/machinery/light/built/New()
  	status = LIGHT_EMPTY
  	update(0)
  	..()
  
  /obj/machinery/light/small/built/New()
  	status = LIGHT_EMPTY
  	update(0)
  	..()
  
  // create a new lighting fixture
  /obj/machinery/light/New()
  