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- Don't apply dynamic light to fullbright sprites
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@ -372,6 +372,13 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
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void RenderPolySprite::SetDynlight(AActor *thing, PolyDrawArgs &args)
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void RenderPolySprite::SetDynlight(AActor *thing, PolyDrawArgs &args)
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{
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{
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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if (fullbrightSprite)
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{
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args.SetDynLightColor(0);
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return;
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}
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float lit_red = 0;
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float lit_red = 0;
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float lit_green = 0;
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float lit_green = 0;
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float lit_blue = 0;
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float lit_blue = 0;
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