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fix a logic bug in EntLight handling (should have been checking r_shadow_realtime_wor...
author
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 2 Feb 2004 12:45:11 +0000
(12:45 +0000)
committer
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 2 Feb 2004 12:45:11 +0000
(12:45 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3856
d7cf8633
-e32d-0410-b094-
e92efae38249
r_light.c
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diff --git
a/r_light.c
b/r_light.c
index 1ff9bfb764c48d613dc2e6d578293c4bbc1ef93c..ca6817ce95070febc83237109108d803f44a9499 100644
(file)
--- a/
r_light.c
+++ b/
r_light.c
@@
-590,7
+590,7
@@
void R_UpdateEntLights(entity_render_t *ent)
int i;
const mlight_t *sl;
vec3_t v;
- if (r_shadow_realtime_
dlight.integer || gl_flashblen
d.integer)
+ if (r_shadow_realtime_
worl
d.integer)
return;
VectorSubtract(ent->origin, ent->entlightsorigin, v);
if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))