light: FixLightOnFace: only check against model 0, otherwise triggers etc. are wrongly considered to block lights
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@ -1237,18 +1237,10 @@ static bool Light_PointInSolid_r(const bsp2_t *bsp, int nodenum, const vec3_t po
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}
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// only check hull 0 of model 0 (world)
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bool Light_PointInSolid(const bsp2_t *bsp, const vec3_t point )
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{
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/* check all models */
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for (int i=0; i<bsp->nummodels; i++) {
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// TODO: Take the model offset into account
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if (Light_PointInSolid_r(bsp, bsp->dmodels[i].headnode[0], point))
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return true;
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}
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return false;
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return Light_PointInSolid_r(bsp, bsp->dmodels[0].headnode[0], point);
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}
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static void
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