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## About The Pull Request Light flickering was forcing itself into async via waitfor but used sleeps and thus had zero respect for MC consumption. We fix the lag by - A) making it use stoplag instead of sleep and moving CHECK_TICK to be per-light instead of per-APC - B) reducing chance of lights to flicker in a particular room (reducing the amount of flickers looks weird) - C) reducing falloff distance to 32 from 64, as latter is half to third the station on most maps.