anchor.diff:  #define LIGHT_BROKEN 2
   #define LIGHT_BURNED 3
   
  -
  +#define BROKEN_SPARKS_MIN 15 SECONDS
  +#define BROKEN_SPARKS_MAX 30 SECONDS
   
   /obj/item/wallframe/light_fixture
   	name = "light fixture frame"
  
positive.code: 		else
  			removeStaticPower(static_power_used, STATIC_LIGHT)
  
  
  /obj/machinery/light/process()
  	if (!cell)
  
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()
  
  