dirtmapping: PROPERLY prevent hitting sky
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@ -1476,7 +1476,7 @@ float DirtForSample( trace_t *trace )
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/* trace */
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/* trace */
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TraceLine( trace );
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TraceLine( trace );
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if( trace->opaque )
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if( trace->opaque && !(trace->compileFlags & C_SKY) )
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{
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{
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VectorSubtract( trace->hit, trace->origin, displacement );
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VectorSubtract( trace->hit, trace->origin, displacement );
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gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
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gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
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@ -1567,8 +1567,8 @@ void DirtyRawLightmap( int rawLightmapNum )
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trace.recvShadows = lm->recvShadows;
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trace.recvShadows = lm->recvShadows;
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trace.numSurfaces = lm->numLightSurfaces;
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trace.numSurfaces = lm->numLightSurfaces;
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trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
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trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
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trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
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trace.inhibitRadius = 0.0f;
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trace.testAll = qtrue;
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trace.testAll = qfalse;
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/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
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/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
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trace.twoSided = qfalse;
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trace.twoSided = qfalse;
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