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Fixed: Decals calculated "lighting" wrong
- Instead of calculating lighting based from the left edge of the wall segment the decal was on, it was calculated from the left edge of the wall instead.
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1 changed files with 1 additions and 1 deletions
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@ -3186,7 +3186,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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rereadcolormap = false;
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}
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rw_light = rw_lightleft + (x1 - WallC.sx1) * rw_lightstep;
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rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (usecolormap->Maps + fixedlightlev);
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else if (fixedcolormap != NULL)
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