anchor.diff:  	var/matrix/transform = new
   	transform.Translate(-offset, -offset)
   	visible_mask.transform = transform
  -	if(overlay_lighting_flags & LIGHTING_ON)
  +	if(current_holder && overlay_lighting_flags & LIGHTING_ON)
   		current_holder.underlays += visible_mask
   	if(directional)
   		cast_range = clamp(round(new_range * 0.5), 1, 3)
  
positive.code: 	var/new_power = source.light_power
  	set_lum_power(new_power >= 0 ? 0.5 : -0.5)
  	set_alpha = min(230, (abs(new_power) * 120) + 30)
  	if(overlay_lighting_flags & LIGHTING_ON)
  		current_holder.underlays -= visible_mask
  	visible_mask.alpha = set_alpha
  	if(overlay_lighting_flags & LIGHTING_ON)
  		current_holder.underlays += visible_mask
  	if(!directional)
  		return
  	if(overlay_lighting_flags & LIGHTING_ON)
  		current_holder.underlays -= cone
  	cone.alpha = min(200, (abs(new_power) * 90)+20)
  	if(overlay_lighting_flags & LIGHTING_ON)
  		current_holder.underlays += cone
  
  
  
negative.code: /datum/component/overlay_lighting/proc/set_color(atom/source, old_color)
  	SIGNAL_HANDLER
  	var/new_color = source.light_color
  	if(current_holder && overlay_lighting_flags & LIGHTING_ON)
  		current_holder.underlays -= visible_mask
  	visible_mask.color = new_color
  	if(current_holder && overlay_lighting_flags & LIGHTING_ON)
  		current_holder.underlays += visible_mask
  	if(!directional)
  		return
  	if(current_holder && overlay_lighting_flags & LIGHTING_ON)
  		current_holder.underlays -= cone
  	cone.color = new_color
  	if(current_holder && overlay_lighting_flags & LIGHTING_ON)
  		current_holder.underlays += cone
  
  
  