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Polymer: fix horizontal spotlight SEs constantly getting invalidated
Polymer has a hack that snaps horiz values of spotlights between 90 and 110 to 90 and 110 to avoid triggering aliasing artifacts with perfectly horizontal spotlights. Propagate that change all the way to the spotlight SE sprite so that the code won't think that the horiz is always different from the light and mark it invalid each frame. git-svn-id: https://svn.eduke32.com/eduke32@2057 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -7853,6 +7853,10 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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actor[i].lightId = polymer_addlight(&mylight);
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if (actor[i].lightId >= 0)
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actor[i].lightptr = &prlights[actor[i].lightId];
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// Hack in case polymer_addlight tweaked the horiz value
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if (prlights[i].horiz != SH)
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SH = prlights[i].horiz;
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break;
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}
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