anchor.diff:  		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)	
  +			playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
   		if(status == LIGHT_BURNED || status == LIGHT_OK)
   			shatter()
   
  
positive.code: /obj/item/light/Initialize()
  	. = ..()
  	update()
  	
  /obj/item/light/ComponentInitialize()
  	. = ..()
  	AddComponent(/datum/component/caltrop, force)
  
negative.code: #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"
  