anchor.diff:  
   	var/needs_update = LIGHTING_NO_UPDATE    // Whether we are queued for an update.
   
  +// Thanks to Lohikar for flinging this tiny bit of code at me, increasing my brain cell count from 1 to 2 in the process.
  +// This macro will only offset up to 1 tile, but anything with a greater offset is an outlier and probably should handle its own lighting offsets.
  +// Anything pixelshifted 16px or more will be considered on the next tile.
  +#define GET_APPROXIMATE_PIXEL_DIR(PX, PY) ((!(PX) ? 0 : ((PX >= 16 ? EAST : (PX <= -16 ? WEST : 0)))) | (!PY ? 0 : (PY >= 16 ? NORTH : (PY <= -16 ? SOUTH : 0))))
  +#define UPDATE_APPROXIMATE_PIXEL_TURF var/_mask = GET_APPROXIMATE_PIXEL_DIR(top_atom.pixel_x, top_atom.pixel_y); pixel_turf = _mask ? (get_step(source_turf, _mask) || source_turf) : source_turf
   
   /datum/light_source/New(var/atom/owner, var/atom/top)
   	source_atom = owner // Set our new owner.
  
positive.code: 		LAZYADD(top_atom.light_sources, src)
  
  	source_turf = top_atom
  	pixel_turf = get_turf_pixel(top_atom) || source_turf
  
  	light_power = source_atom.light_power
  	light_range = source_atom.light_range
  
negative.code: 	if (isturf(top_atom))
  		if (source_turf != top_atom)
  			source_turf = top_atom
  			UPDATE_APPROXIMATE_PIXEL_TURF
  			update = TRUE
  	else if (top_atom.loc != source_turf)
  		source_turf = top_atom.loc
  		UPDATE_APPROXIMATE_PIXEL_TURF
  		update = TRUE
  
  	if (!isturf(source_turf))
  		if (applied)
  