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- fixed: For fullbright sprites, a weapon's extra light must be ignored because it can be negative.
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@ -118,7 +118,7 @@ void GLSprite::Draw(int pass)
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bool additivefog = false;
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bool foglayer = false;
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int rel = getExtraLight();
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int rel = fullbright? 0 : getExtraLight();
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if (pass==GLPASS_TRANSLUCENT)
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{
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