anchor.diff:  #undef LIGHTING_MAX_LUMINOSITY_STATIC
   #undef LIGHTING_MAX_LUMINOSITY_MOBILE
   #undef LIGHTING_MAX_LUMINOSITY_MOB
  -#undef LIGHTING_MAX_LUMINOSITY_TURF+#undef LIGHTING_MAX_LUMINOSITY_TURF
  
positive.code: 		UpdateAffectingLights()
  	if(luminosity)
  		light = new(src)
  
  //Objects with opacity will trigger nearby lights to update at next SSlighting fire
  /atom/movable/Destroy()
  
negative.code: 		Colored lights
  */
  
  #define LIGHTING_CIRCULAR 1									//comment this out to use old square lighting effects.
  #define LIGHTING_LAYER 15									//Drawing layer for lighting
  #define LIGHTING_CAP 10										//The lumcount level at which alpha is 0 and we're fully lit.
  #define LIGHTING_CAP_FRAC (255/LIGHTING_CAP)				//A precal'd variable we'll use in turf/redraw_lighting()
  #define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
  #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
  
  /datum/light_source
  	var/atom/owner
  	var/radius = 0
  	var/cap = 0
  	var/changed = 1
  	var/list/effect = list()
  	var/__x = 0		//x coordinate at last update
  	var/__y = 0		//y coordinate at last update
  