light: fix face normal smoothing condition
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@ -538,11 +538,10 @@ CalcualateVertexNormals(const bsp2_t *bsp)
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Face_Normal(bsp, f2, f2_norm);
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const vec_t cosangle = DotProduct(f_norm, f2_norm);
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const vec_t angle = acos(qmax(qmin(1.0f, cosangle), 0.0f));
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const vec_t max_angle = DEG2RAD(qmin(f_smoothangle, f2_smoothangle));
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const vec_t cosmaxangle = cos(DEG2RAD(qmin(f_smoothangle, f2_smoothangle)));
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// check the angle between the face normals
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if (angle < max_angle) {
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if (cosangle >= cosmaxangle) {
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smoothFaces[f].insert(f2);
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}
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}
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