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[nq] Pass correct time to Light_DecayLights
The old R_DecayLights used r_data->realtime, which came from cl.time, not realtime like I thought, thus causing dynamic lights to not decay properly during a timedemo as realtime in the client is just that: realtime.
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@ -660,7 +660,7 @@ CL_Frame (void)
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if (l)
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if (l)
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asl = l->ambient_sound_level;
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asl = l->ambient_sound_level;
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S_Update (cl.viewstate.camera_transform, asl);
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S_Update (cl.viewstate.camera_transform, asl);
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Light_DecayLights (cl_world.scene->lights, host_frametime, realtime);
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Light_DecayLights (cl_world.scene->lights, host_frametime, cl.time);
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} else
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} else
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S_Update (nulltransform, 0);
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S_Update (nulltransform, 0);
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