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ref: gl: don't depend on lightgamma in recursive light point
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@@ -3661,9 +3661,7 @@ void R_GatherPlayerLight( void )
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cl_entity_t *view = tr.viewent;
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colorVec c;
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tr.ignore_lightgamma = true;
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c = R_LightPoint( view->origin );
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tr.ignore_lightgamma = false;
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gEngfuncs.SetLocalLightLevel( ( c.r + c.g + c.b ) / 3 );
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}
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