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- fixed wrong state being checked for dynamic light updating.
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@ -584,7 +584,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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newstate = newstate->GetNextState();
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} while (tics == 0);
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if (GetInfo()->LightAssociations.Size() || (newstate && newstate->Light > 0))
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if (GetInfo()->LightAssociations.Size() || (state && state->Light > 0))
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{
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flags8 |= MF8_RECREATELIGHTS;
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Level->flags3 |= LEVEL3_LIGHTCREATED;
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