light: make Light_PointInSolid non-static
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@ -137,6 +137,8 @@ void WriteEntitiesToString(bsp2_t *bsp);
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vec_t GetLightValue(const lightsample_t *light, const entity_t *entity, vec_t dist);
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bool Light_PointInSolid(const bsp2_t *bsp, const vec3_t point );
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#ifdef __cplusplus
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}
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#endif
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@ -1237,7 +1237,7 @@ static bool Light_PointInSolid_r(const bsp2_t *bsp, int nodenum, const vec3_t po
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}
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}
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static bool Light_PointInSolid(const bsp2_t *bsp, const vec3_t point )
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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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