- fixed particle processing in the main thinker loop
This may not be guarded by the dynamic light flags, only the light ticking may.
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2 changed files with 4 additions and 4 deletions
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@ -4803,7 +4803,7 @@ void AActor::PostBeginPlay ()
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{
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PrevAngles = Angles;
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flags7 |= MF7_HANDLENODELAY;
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if (GetInfo()->LightAssociations.Size())
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if (GetInfo()->LightAssociations.Size() || (state && state->Light > 0))
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{
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flags8 |= MF8_RECREATELIGHTS;
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Level->flags3 |= LEVEL3_LIGHTCREATED;
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