anchor.diff:  
   /atom/movable/lighting_object/Destroy(var/force)
   	if (force)
  -		GLOB.all_lighting_objects        -= src
   		GLOB.lighting_update_objects     -= src
   
   		var/turf/T   = loc
  
positive.code: /atom/movable/lighting_object/Initialize(mapload)
  	. = ..()
  	verbs.Cut()
  	GLOB.all_lighting_objects += src
  
  	var/turf/T         = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
  	T.lighting_object = src
  
negative.code: // Override here to prevent things accidentally moving around overlays.
  /atom/movable/lighting_object/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
  	if(harderforce)
  		. = ..()
  