light: remove hack for lights directly on faces, was breaking phong shading.
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@ -1342,7 +1342,10 @@ LightFace_Entity(const bsp2_t *bsp,
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angle = -angle; // ericw -- support "_bleed" option
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}
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}
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angle = qmax(0.0f, angle); // light can be behind sample point if the light is right on the face
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/* Light behind sample point? Zero contribution, period. */
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if (angle < 0)
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continue;
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/* Check spotlight cone */
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spotscale = 1;
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