anchor.diff: -GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
  -
   /atom/movable/lighting_object
   	name          = ""
   
  
positive.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)
  		. = ..()
negative.code: /atom/movable/lighting_object/Initialize(mapload)
  	. = ..()
  	verbs.Cut()
  
  	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
  