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- fixed: HUD weapons were affected by dynamic lights even when the CVARs said that they shouldn't.
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1 changed files with 4 additions and 1 deletions
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@ -387,8 +387,11 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation);
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gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation);
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}
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}
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else
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else
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{
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap)
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{
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{
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gl_SetDynSpriteLight(playermo, NULL);
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gl_SetDynSpriteLight(playermo, NULL);
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}
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gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true);
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gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true);
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}
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}
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DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
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DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
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