use LightFlags::FastActual shortcut
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@ -3692,7 +3692,7 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
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light->flags |= LightFlags::FastTemp;
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}
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if ( light->si && light->si->noFast ) {
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light->flags &= ~( LightFlags::Fast | LightFlags::FastTemp );
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light->flags &= ~( LightFlags::FastActual );
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}
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/* clear light envelope */
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@ -3703,7 +3703,7 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
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light->envelope = MAX_WORLD_COORD * 8.0f;
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/* check for fast mode */
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if ( ( light->flags & LightFlags::Fast ) || ( light->flags & LightFlags::FastTemp ) ) {
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if ( light->flags & LightFlags::FastActual ) {
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/* ugly hack to calculate extent for area lights, but only done once */
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VectorScale( light->normal, -1.0f, dir );
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for ( radius = 100.0f; radius < MAX_WORLD_COORD * 8.0f; radius += 10.0f )
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@ -3737,7 +3737,7 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
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light->envelope = MAX_WORLD_COORD * 8.0f;
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}
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else if ( ( light->flags & LightFlags::Fast ) || ( light->flags & LightFlags::FastTemp) ) {
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else if ( light->flags & LightFlags::FastActual ) {
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/* solve distance for linear lights */
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if ( ( light->flags & LightFlags::AttenLinear ) ) {
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light->envelope = ( ( intensity * linearScale ) - light->falloffTolerance ) / light->fade;
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