minor tweaks
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@ -697,7 +697,7 @@ shaderInfo_t *GetIndexedShader( const shaderInfo_t *parent, const indexMap_t *im
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si->vecs[ 0 ] = parent->vecs[ 0 ];
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si->vecs[ 1 ] = parent->vecs[ 1 ];
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}
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if ( vector3_length( parent->lightmapAxis ) != 0.0f && vector3_length( si->lightmapAxis ) == 0.0f ) {
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if ( parent->lightmapAxis != g_vector3_identity && si->lightmapAxis == g_vector3_identity ) {
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/* set lightmap projection axis */
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si->lightmapAxis = parent->lightmapAxis;
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}
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@ -2505,7 +2505,7 @@ void EmitTriangleSurface( mapDrawSurface_t *ds ){
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/* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
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//% else if( vector3_length( ds->lightmapAxis ) <= 0.0f || ds->type == ESurfaceType::Triangles || ds->type == ESurfaceType::Foghull || debugSurfaces )
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else if ( ( vector3_length( ds->lightmapAxis ) <= 0.0f && !ds->planar ) ||
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else if ( ( ds->lightmapAxis == g_vector3_identity && !ds->planar ) ||
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ds->type == ESurfaceType::Triangles ||
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ds->type == ESurfaceType::Foghull ||
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ds->numVerts > maxLMSurfaceVerts ||
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