diff --git a/neo/renderer/tr_frontend_addlights.cpp b/neo/renderer/tr_frontend_addlights.cpp index d3fa8346..63683f04 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