anchor.diff:  	if(!has_light)
   		return FALSE
   	set_light_on(!light_on)
  -	if(light_on)
  -		set_light(comp_light_luminosity, 1, comp_light_color)
  -	else
  -		set_light(0)
   	update_appearance()
  -	if(light_butt)
  -		update_action_buttons(force = TRUE) // must force if just the overlays changed.
  +	update_action_buttons(force = TRUE) //force it because we added an overlay, not changed its icon
   	return TRUE
   
   /**
  
positive.code: 	START_PROCESSING(SSobj, src)
  	if(!physical)
  		physical = src
  	comp_light_color = "#FFFFFF"
  	idle_threads = list()
  	if(looping_sound)
  		soundloop = new(src, enabled)
  
negative.code: 	integrity_failure = 0.5
  	max_integrity = 100
  	armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
  	light_system = MOVABLE_LIGHT_DIRECTIONAL
  
  	var/bypass_state = FALSE // bypassing the set icon state
  
  