anchor.diff:  
   
   #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_MOBILE	7	//Moving objects have a lower max luminosity since these update more often. (lag reduction)
  +#define LIGHTING_MAX_LUMINOSITY_MOB		6
   #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.
  
positive.code: 		UpdateAffectingLights()
  	if(luminosity)
  		light = new(src)
  //		luminosity = 0
  
  //Objects with opacity will trigger nearby lights to update at next SSlighting fire
  /atom/movable/Destroy()
  
negative.code: 		Colored lights
  */
  
  #define LIGHTING_CIRCULAR 1									//Comment this out to use old square lighting effects.
  #define LIGHTING_LAYER 15									//Drawing layer for lighting
  #define LIGHTING_CAP 10										//The lumcount level at which alpha is 0 and we're fully lit.
  #define LIGHTING_CAP_FRAC (255/LIGHTING_CAP)				//A precal'd variable we'll use in turf/redraw_lighting()
  #define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
  #define LIGHTING_ICON_STATE "white"
  #define LIGHTING_TIME 1.2									//Time to do any lighting change. Actual number pulled out of my ass
  #define LIGHTING_DARKEST_VISIBLE_ALPHA 240					//Anything darker than this is so dark, we'll just consider the whole tile unlit
  #define LIGHTING_LUM_FOR_FULL_BRIGHT 7						//Anything who's lum is lower then this starts off less bright.
  #define LIGHTING_MIN_RADIUS 4								//Lowest radius a light source can effect.
  
  /datum/light_source
  	var/atom/owner
  	var/radius = LIGHTING_MIN_RADIUS
  	var/luminosity = 0
  	var/cap = 0
  	var/changed = 0
  	var/list/effect = list()
  	var/__x = 0		//x coordinate at last update
  	var/__y = 0		//y coordinate at last update
  