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- fixed: Actors did not set the position when spawning a dynamic light.
It always reused the previous content of the 'Pos' field which was either undefined or an older position where the actor was located when last spawning a light.
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@ -748,6 +748,7 @@ void AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
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AttachedLights.Push(light);
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}
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lightdef->ApplyProperties(light);
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light->Pos = Pos();
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}
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//==========================================================================
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