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: //If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
  //queues are complete.
  //if we have a light already it is merely updated, rather than making a new one.
  //The second arg allows you to scale the light cap for calculating falloff.
  
  /atom/proc/SetLuminosity(new_luminosity, new_cap)
  	if (!light)
  		if (new_luminosity <= 0)
  			return
  		light = new(src)
  <<<<<<< HEAD
  
  	light.UpdateLuminosity(new_luminosity, new_cap)
  =======
  	light.UpdateLuminosity(new_luminosity, new_cap)
  
  >>>>>>> refs/remotes/HippieStationCode/master
  
  /atom/proc/AddLuminosity(delta_luminosity)
  	if(light)
  		SetLuminosity(light.luminosity + delta_luminosity)
  	else
  		SetLuminosity(delta_luminosity)
  
  
negative.code: 		UpdateAffectingLights()
  	if(luminosity)
  		light = new(src)
  //		luminosity = 0
  
  //Objects with opacity will trigger nearby lights to update at next SSlighting fire
  /atom/movable/Destroy()
  