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: 				newalpha = 255-num
  			else //if(lighting_lumcount >= LIGHTING_CAP)
  				newalpha = 0
  <<<<<<< HEAD
  =======
  
  >>>>>>> refs/remotes/HippieStationCode/master
  		if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
  			newalpha = 255
  		if(lighting_object.alpha != newalpha)
  			if(instantly)
  <<<<<<< HEAD
  				lighting_object.alpha = newalpha
  			else
  				animate(lighting_object, alpha = newalpha, time = LIGHTING_TIME)
  			if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
  				luminosity = 0
  =======
  				change_time = 0
  			animate(lighting_object, alpha = newalpha, time = change_time)
  			if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
  				animate(luminosity = 0, time = 0)
  >>>>>>> refs/remotes/HippieStationCode/master
  				lighting_object.luminosity = 0
  
  	lighting_changed = 0
  
  
negative.code: 
  
  #define LIGHTING_MAX_LUMINOSITY_STATIC	8	//Maximum luminosity to reduce lag.
  #define LIGHTING_MAX_LUMINOSITY_MOBILE	5	//Moving objects have a lower max luminosity since these update more often. (lag reduction)
  #define LIGHTING_MAX_LUMINOSITY_MOB		5
  #define LIGHTING_MAX_LUMINOSITY_TURF	8	//turfs are static too, why was this 1?!
  
  //caps luminosity effects max-range based on what type the light's owner is.
  