anchor.diff:  		T = thing
   		if (T.lighting_object)
   			active = TRUE
  +			return
   
   // God that was a mess, now to do the rest of the corner code! Hooray!
   /datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b)
  -
  -	if ((abs(delta_r)+abs(delta_g)+abs(delta_b)) == 0)
  +	if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok
   		return
   
   	lum_r += delta_r
  
positive.code: 
  	for (var/TT in masters)
  		var/turf/T = TT
  		if (T.lighting_object)
  			if (!T.lighting_object.needs_update)
  				T.lighting_object.needs_update = TRUE
  				SSlighting.objects_queue += T.lighting_object
  
  
  /datum/lighting_corner/dummy/New()
  	return
  
  
  /datum/lighting_corner/Destroy(var/force)
  	if (!force)
  		return QDEL_HINT_LETMELIVE
  
  
negative.code: 		SSlighting.corners_queue += src
  
  /datum/lighting_corner/proc/update_objects()
  	// Cache these values ahead of time so 4 individual lighting objects don't all calculate them individually.
  	var/lum_r = src.lum_r
  	var/lum_g = src.lum_g
  	var/lum_b = src.lum_b
  