anchor.diff:  		on = FALSE
   //		A.update_lights()
   	QDEL_NULL(cell)
  +	vis_contents.Cut()
  +	QDEL_NULL(glowybit)
   	return ..()
   
   /obj/machinery/light/update_icon_state()
  
positive.code: // create a new lighting fixture
  /obj/machinery/light/Initialize(mapload)
  	. = ..()
  
  	if(!mapload) //sync up nightshift lighting for player made lights
  		var/area/A = get_area(src)
  
negative.code: 	var/bulb_emergency_pow_mul = 0.75	// the multiplier for determining the light's power in emergency mode
  	var/bulb_emergency_pow_min = 0.5	// the minimum value for the light's power in emergency mode
  
  	var/obj/effect/overlay/vis/glowybit		// the light overlay
  
  /obj/machinery/light/broken
  	status = LIGHT_BROKEN
  	icon_state = "tube-broken"
  