From ba8097a90ef54bcfa4fbf8ce35dc1abda0417241 Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Thu, 31 Dec 2015 12:34:29 +0100 Subject: [PATCH] Revert "Enables muzzle flashes" This reverts commit 7a2f275c174348bb754c35725fc3c1e9d15d3ebe. --- neo/renderer/tr_frontend_addlights.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/neo/renderer/tr_frontend_addlights.cpp b/neo/renderer/tr_frontend_addlights.cpp index 7c2844b4..d3fa8346 100644 --- a/neo/renderer/tr_frontend_addlights.cpp +++ b/neo/renderer/tr_frontend_addlights.cpp @@ -405,10 +405,10 @@ static void R_AddSingleLight( viewLight_t* vLight ) // A more general solution would be to have an allowLightOnEntityID field. // HACK: the armor-mounted flashlight is a private spot light, which is probably // wrong -- you would expect to see them in multiplayer. - //if( light->parms.allowLightInViewID && light->parms.pointLight && !eParms.weaponDepthHack ) - //{ - // continue; - //} + if( light->parms.allowLightInViewID && light->parms.pointLight && !eParms.weaponDepthHack ) + { + continue; + } // non-shadow casting entities don't need to be added if they aren't // directly visible