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: /obj/machinery/light/update_overlays()
  	. = ..()
  	if(on && status == LIGHT_OK)
  		glowybit.alpha = clamp(light_power*250, 30, 200)
  	else
  		glowybit.alpha = 0
  
  // update the icon_state and luminosity of the light depending on its state
  /obj/machinery/light/proc/update(trigger = TRUE)
  