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- fixed the attenuation check in gl_GetLight.
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@ -113,7 +113,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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if (gl_attenuate == -1) attenuate = !!(light->flags4 & MF4_ATTENUATE);
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if (gl_attenuate == -1) attenuate = !!(light->flags4 & MF4_ATTENUATE);
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else attenuate = !!gl_attenuate;
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else attenuate = !!gl_attenuate;
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shadowIndex = -shadowIndex;
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if (attenuate) shadowIndex = -shadowIndex;
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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data[0] = pos.X;
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data[0] = pos.X;
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