anchor.diff:  /obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
   	..()
   	if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
  -		if(on && (I.flags_1 & CONDUCT_1))
  +		if(on && (I.flags_1 & CONDUCT_1) && !forced_off)
   			if(prob(12))
   				electrocute_mob(user, get_area(src), src, 0.3, TRUE)
   
  
positive.code: 	var/turf/T = get_turf(src.loc)
  	break_light_tube()	// break it first to give a warning
  	sleep(2)
  	explosion(T, 0, 0, 2, 2)
  	sleep(1)
  	qdel(src)
  
  
negative.code: /obj/machinery/light/Destroy()
  	var/area/A = get_area(src)
  	if(A)
  		on = FALSE && !forced_off
  //		A.update_lights()
  	QDEL_NULL(cell)
  	return ..()
  