anchor.diff:  /obj/machinery/light/update_overlays()
   	. = ..()
   	if(on && status == LIGHT_OK)
  -		var/mutable_appearance/glowybit = mutable_appearance(overlayicon, base_state, layer, EMISSIVE_PLANE)
   		glowybit.alpha = clamp(light_power*250, 30, 200)
  -		. += glowybit
  +	else
  +		glowybit.alpha = 0
   
   // update the icon_state and luminosity of the light depending on its state
   /obj/machinery/light/proc/update(trigger = TRUE)
  
positive.code: 		on = FALSE
  //		A.update_lights()
  	QDEL_NULL(cell)
  	return ..()
  
  /obj/machinery/light/update_icon_state()
  
negative.code: // create a new lighting fixture
  /obj/machinery/light/Initialize(mapload)
  	. = ..()
  
  	glowybit = SSvis_overlays.add_vis_overlay(src, overlayicon, base_state, layer, plane, dir, alpha = 0, unique = TRUE)
  
  	if(!mapload) //sync up nightshift lighting for player made lights
  		var/area/A = get_area(src)
  