frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
+ // lit sprite by lightgrid if it is not fullbright, lit only ambient
+ if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient);
+
// SPR_LABEL should not use depth test AT ALL
if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
if(texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE)