anchor.diff:  	if ((fire || eject || party) && (!requires_power||power_environ))//If it doesn't require power, can still activate this proc.
   		if(fire && !eject && !party)
   			icon_state = "blue"
  -		/*else if(atmosalm && !fire && !eject && !party)
  -			icon_state = "bluenew"*/
   		else if(!fire && eject && !party)
   			icon_state = "red"
   		else if(party && !fire && !eject)
   			icon_state = "party"
   		else
   			icon_state = "blue-red"
  +		invisibility = INVISIBILITY_LIGHTING
   	else
   	//	new lighting behaviour with obj lights
   		icon_state = null
  +		invisibility = INVISIBILITY_MAXIMUM
   
   /area/space/updateicon()
   	icon_state = null
  +	invisibility = INVISIBILITY_MAXIMUM
   
   /*
   #define EQUIP 1
  
positive.code: 	for(var/area/RA in related)
  		for(var/obj/machinery/M in RA)	// for each machine in the area
  			M.power_change()				// reverify power status (to update icons etc.)
  		if (fire || eject || party)
  			RA.updateicon()
  
  /area/proc/usage(chan)
  	var/used = 0
  
negative.code: /area/New()
  	icon_state = ""
  	layer = 10
  	master = src
  	uid = ++global_uid
  	related = list(src)
  
  	if(requires_power)
  		luminosity = 0
  	else
  		power_light = 1
  		power_equip = 1
  		power_environ = 1
  		luminosity = 1
  		lighting_use_dynamic = 0
  
  	..()
  
  	power_change()		// all machines set to current power level, also updates icon
  
  	blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor.
  
  
  
  