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- fixed: associated dynamic lights took the sprite/frame info from the actor's current state instead of from the actor's current sprite and frame, which may differ in case some placeholder sprite is used in the state.
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1 changed files with 2 additions and 2 deletions
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@ -1113,8 +1113,8 @@ void gl_SetActorLights(AActor *actor)
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ADynamicLight *lights, *tmpLight;
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unsigned int i;
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int sprite = actor->state->sprite;
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int frame = actor->state->GetFrame();
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int sprite = actor->sprite;
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int frame = actor->frame;
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lights = tmpLight = NULL;
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