anchor.diff:  
   		if(S.reagents.has_reagent("plasma", 5))
   
  -			rigged = 1
  +			rigged = TRUE
   
   		S.reagents.clear_reagents()
   	else
  
positive.code: 			icon_state = "[base_state]-broken"
  			desc = "A broken [name]."
  
  
  /obj/item/light/Initialize()
  	. = ..()
  	update()
  
  
  // attack bulb/tube with object
  // if a syringe, can inject plasma to make it explode
  
negative.code: 		status = LIGHT_BROKEN
  		force = 5
  		playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
  		if(rigged)
  			atmos_spawn_air("plasma=5") //5u of plasma are required to rig a light bulb/tube
  		update()
  
  
  