- fixed: For fullbright sprites, a weapon's extra light must be ignored because it can be negative.

This commit is contained in:
Christoph Oelckers 2014-12-25 18:30:34 +01:00
parent 58a3b86813
commit ffa069205f

View file

@ -118,7 +118,7 @@ void GLSprite::Draw(int pass)
bool additivefog = false;
bool foglayer = false;
int rel = getExtraLight();
int rel = fullbright? 0 : getExtraLight();
if (pass==GLPASS_TRANSLUCENT)
{