light: tweak angle test for testlightonface.map.
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@ -1144,7 +1144,7 @@ LightFace_Entity(const entity_t *entity, const lightsample_t *light,
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/* Check spotlight cone */
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VectorScale(ray, 1.0 / dist, ray);
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angle = DotProduct(ray, surfnorm);
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if (angle <= 0)
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if (angle < 0)
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continue; //curved surfaces are allowed to have the light 'behind' the surface. omitting this check results in erroneous darkening on these surfaces
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spotscale = 1;
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if (entity->spotlight) {
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