anchor.diff:  	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()
  +		RA.updateicon()
   
   /area/proc/usage(chan)
   	var/used = 0
  
positive.code: 	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"
  	else
  	//	new lighting behaviour with obj lights
  		icon_state = null
  
  /area/space/updateicon()
  	icon_state = null
  
  /*
  #define EQUIP 1
  
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.
  
  
  
  