/obj/item/stack/tile/light name = "light tile" singular_name = "light floor tile" desc = "A floor tile, made out of glass. It produces light." icon_state = "tile_e" obj_flags = CONDUCTS_ELECTRICITY attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "smashes") attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "smash") turf_type = /turf/open/floor/light merge_type = /obj/item/stack/tile/light mats_per_unit = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.05, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.05) var/state = 0 /obj/item/stack/tile/light/attackby(obj/item/O, mob/user, list/modifiers, list/attack_modifiers) if(O.tool_behaviour == TOOL_CROWBAR) new/obj/item/stack/sheet/iron(user.loc) amount-- new/obj/item/stack/light_w(user.loc) if(amount <= 0) qdel(src) else return ..() /obj/item/stack/tile/light/place_tile(turf/open/target_plating, mob/user) . = ..() var/turf/open/floor/light/floor = . floor?.state = state