anchor.diff:  	icon = 'icons/obj/lighting.dmi'
   	icon_state = "tube-construct-item"
   	result_path = /obj/structure/light_construct
  -	inverse = 1
  +	inverse = TRUE
   
   /obj/item/wallframe/light_fixture/small
   	name = "small light fixture frame"
  
positive.code: 		burn_out()
  		return FALSE
  	cell.use(pwr)
  	set_light(brightness * 0.25, max(0.5, 0.75 * (cell.charge / cell.maxcharge)), "#FF3232") //RGB: 255, 50, 50
  	return TRUE
  
  
  
negative.code: 	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 = 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 = 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 = 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
  
  