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- fixed: sprites rendered as 'bright' should not be affected by dynamic lights.
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@ -176,7 +176,7 @@ void GLSprite::Draw(int pass)
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}
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if (RenderStyle.BlendOp!=STYLEOP_Shadow)
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{
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap)
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && !fullbright)
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{
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gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
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}
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