anchor.diff:  	icon_state = LIGHTING_ICON_STATE
   	layer = LIGHTING_LAYER
   	mouse_opacity = 0
  +#ifdef USE_COLOURED_LIGHTING
   	blend_mode = BLEND_MULTIPLY // Overlay is for nerds, We have new toys now~
  +#else
  +	blend_mode = BLEND_OVERLAY
  +#endif
   	invisibility = INVISIBILITY_LIGHTING
   	color = "#000"
   	luminosity = 0
  
positive.code: 
  		if (newalpha == alpha && newcolor == color) // Prevent unneeded updates.
  			return;
  
  		var/change_time = LIGHTING_TIME
  
  		if(instantly)
  			change_time = 0
  
  		animate(lighting_object, color = newcolor, time = change_time) // Animated lights, look smoother and things.
  		if(newalpha < 255-LIGHTING_DARKEST_VISIBLE_ALPHA) //Doesn't actually make it darker or anything, just tells byond you can't see the tile
  			animate(luminosity = 0, time = 0)
  		light_dim.alpha = (get_lumcount() <= 0.3) * 255 // We're only visible if the lighting lumcount is less than what shadowlings can walk through.
  
  	lighting_changed = 0
  
  
negative.code: #define LIGHTING_ICON_STATE "white"
  #define LIGHTING_TIME 1.2									//Time to do any lighting change. Actual number pulled out of my ass
  #define LIGHTING_DARKEST_VISIBLE_ALPHA 230					//Anything darker than this is so dark, we'll just consider the whole tile unlit
  //#define USE_COLOURED_LIGHTING 1
  
  /datum/light_source
  	var/atom/owner
  