light: fix lighting artifacts with _mirrorinside. Was missing a plane side
check, so the inside faces were incorrectly considered as neighbours for distributing sample points onto. Fixes #236
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@ -311,9 +311,12 @@ Face_EdgeIndexSmoothed(const mbsp_t *bsp, const bsp2_dface_t *f, const int edgei
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// Invalid face, e.g. with vertex numbers: [0, 1, 0, 2]
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continue;
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}
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const bool sameplane = (neighbour->planenum == f->planenum
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&& neighbour->side == f->side);
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// Check if these faces are smoothed or on the same plane
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if (!(FacesSmoothed(f, neighbour) || neighbour->planenum == f->planenum)) {
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if (!(FacesSmoothed(f, neighbour) || sameplane)) {
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continue;
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}
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