light: hack around invalid normals in bounce lighting patches.. needs further investigation
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@ -1260,7 +1260,12 @@ ProjectPointOntoPlane(const vec3_t point, const plane_t *plane, vec3_t out)
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void
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GetDirectLighting(const globalconfig_t &cfg, raystream_t *rs, const vec3_t origin, const vec3_t normal, vec3_t colorout)
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{
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const float occlusion = DirtAtPoint(cfg, rs, origin, normal, /* FIXME: pass selfshadow? */ nullptr);
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float occlusion = DirtAtPoint(cfg, rs, origin, normal, /* FIXME: pass selfshadow? */ nullptr);
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if (isnan(occlusion)) {
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// HACK: getting an invalid normal of (0, 0, 0).
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occlusion = 0.0f;
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}
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VectorSet(colorout, 0, 0, 0);
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for (const light_t &entity : GetLights()) {
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