light: wip fix for two-sided liquid lighting + surface lights
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@ -2010,7 +2010,10 @@ LightFace_SurfaceLight(const mbsp_t *bsp, lightsurf_t *lightsurf, lightmapdict_t
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float dist = qv::length(dir);
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bool use_normal = true;
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if (dist == 0.0f) {
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if (lightsurf->twosided) {
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use_normal = false;
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dir /= dist;
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} else if (dist == 0.0f) {
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dir = lightsurf_normal;
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use_normal = false;
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} else {
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