anchor.diff:  		for(var/obj/effect/glowshroom/G in orange(2, usr)) //Very small radius
   			G.visible_message("<span class='warning'>\The [G] withers away!</span>")
   			qdel(G)
  -		for(var/mob/living/carbon/human/H in T.contents)
  +		for(var/mob/living/carbon/human/H in T.contents) // Remember no lights
   			for(var/obj/item/device/flashlight/F in H)
   				if(is_type_in_list(F, blacklisted_lights))
   					F.visible_message("<span class='danger'>[F] goes slightly dim for a moment.</span>")
  
positive.code: 	clothes_req = 0
  	range = 5
  
  /obj/effect/proc_holder/spell/aoe_turf/veil/cast(list/targets)
  	usr << "<span class='deadsay'>You silently disable all nearby lights.</span>"
  	var/list/blacklisted_lights = list(/obj/item/device/flashlight/flare, /obj/item/device/flashlight/slime)
  	for(var/turf/T in targets)
  		for(var/mob/living/carbon/human/H in T.contents)
  			for(var/obj/item/device/flashlight/F in H)
  				if(is_type_in_list(F, blacklisted_lights))
  					F.visible_message("<span class='danger'>[F] goes slightly dim for a moment.</span>")
  					return
  				F.on = 0
  				F.visible_message("<span class='danger'>[F] gutters and falls dark.</span>")
  				F.update_brightness()
  		for(var/obj/item/device/flashlight/F in T.contents)
  			if(is_type_in_list(F, blacklisted_lights))
  				F.visible_message("<span class='danger'>[F] goes slightly dim for a moment.</span>")
  
negative.code: 			if(H != usr)
  				H << "<span class='boldannounce'>You feel a chill and are plunged into darkness.</span>"
  			H.luminosity = 0 //This is required with the object-based lighting
  
  
  
  		for(var/obj/effect/glowshroom/G in orange(3, usr)) //Smaller radius
  