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- fixed creation of phased light sequences.
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@ -1034,7 +1034,7 @@ void MapLoader::SpawnLights(sector_t *sector)
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// [RH] Hexen-like phased lighting
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case LightSequenceStart:
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Level->CreateThinker<DPhased>(sector);
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Level->CreateThinker<DPhased>(sector)->Propagate();
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break;
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case dLight_Flicker:
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