anchor.diff:  #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
  
positive.code: 	icon_state = LIGHTING_ICON_STATE
  	layer = LIGHTING_LAYER
  	mouse_opacity = 0
  	blend_mode = BLEND_MULTIPLY // Overlay is for nerds, We have new toys now~
  	invisibility = INVISIBILITY_LIGHTING
  	color = "#000"
  	luminosity = 0
  
negative.code: 
  		if (newalpha == alpha && newcolor == color) // Prevent unneeded updates.
  			return;
  #else
  		newalpha = 255-newalpha
  		if (newalpha == alpha)
  			return;
  #endif
  		var/change_time = LIGHTING_TIME
  
  		if(instantly)
  			change_time = 0
  #ifdef USE_COLOURED_LIGHTING
  		animate(lighting_object, color = newcolor, time = change_time) // Animated lights, look smoother and things.
  #else
  		animate(lighting_object, alpha = newalpha, time = change_time)
  #endif
  		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)
  #ifdef USE_COLOURED_LIGHTING
  		light_dim.alpha = (get_lumcount() <= 0.3) * 255 // We're only visible if the lighting lumcount is less than what shadowlings can walk through.
  #else
  		light_dim.alpha = (get_lumcount() <= 0.3) * 128 // See above
  #endif
  
  	lighting_changed = 0
  
  