#Lighting changes.
#In OpenGL mode, you get special lights that can be assigned to
#things. Some are there by default, others have to be specially
#assigned. There are 32 blank OpenGL lights in the current SRB2,
#that weren't there for at least 1.08 (though, the original 1.09
#might have had them). This is good news for certain things that
#use a specially colored light that wouldn't look right with the
#original thing it's attached to. This is a great feature. =)
#OpenGL lights use hex values for the colors. (RRGGBB) But in SOCs,
#At least, I think it is, BBGGRR. There is one difference.
#Hex uses letters (A-F) when it runs out of numbers. This,
#however goes a bit further, and uses 10-16. So, Lets just say you
#want a color with the value F63D7A, in SOCs, they would be:
#166314710. It reads 10-16 as a whole value, not as individual
#digits. You may want to note that if you use one of SRB2's
#Extra lights, you'll need to use an alpha value at the end of
#the light code. I reccomend 0, but you can make it whatever.
#The higher the Alpha value, the brighter the light.