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Added check for the World Lighting Options property in LightParameters when lighting script nodes
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@@ -154,16 +154,30 @@ void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
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// Draw model
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if (UsesModel())
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{
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CGraphics::SetupAmbientColor();
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EWorldLightingOptions LightingOptions = (mpLightParameters ? mpLightParameters->WorldLightingOptions() : eNormalLighting);
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if (CGraphics::sLightMode == CGraphics::eWorldLighting && LightingOptions == eDisableWorldLighting)
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{
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CGraphics::sNumLights = 0;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::UpdateLightBlock();
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}
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else
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{
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LoadLights(ViewInfo);
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CGraphics::UpdateLightBlock();
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}
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LoadModelMatrix();
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LoadLights(ViewInfo);
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CGraphics::UpdateVertexBlock();
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// Draw model if possible!
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if (mpActiveModel)
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{
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if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor();
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else CGraphics::sPixelBlock.TevColor = CColor::skWhite;
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
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CGraphics::UpdatePixelBlock();
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