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Removed idInteraction.
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@@ -885,7 +885,7 @@ static void BuildLightShadows( uEntity_t *e, mapLight_t *light ) {
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}
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// take the shadower group list and create a beam tree and shadow volume
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light->shadowTris = CreateLightShadow( shadowerGroups, light );
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//light->shadowTris = CreateLightShadow( shadowerGroups, light );
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if ( light->shadowTris && hasPerforatedSurface ) {
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// can't ever remove front faces, because we can see through some of them
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