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- fixed: inverted rendering for fuzzy things with light powerup was switched off due to change of render style.
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@ -808,7 +808,9 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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{
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// enhanced vision makes them more visible!
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trans=0.5f;
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FRenderStyle rs = RenderStyle;
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RenderStyle = STYLE_Translucent;
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RenderStyle.Flags = rs.Flags; // Flags must be preserved, at this point it can only be STYLEF_InvertSource
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}
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else if (thing->flags & MF_STEALTH)
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{
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