Use the sector light probe for the sprites
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@ -119,6 +119,8 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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int rel = fullbright ? 0 : getExtraLight();
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auto &vp = di->Viewpoint;
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state.SetLightProbeIndex(actor->Sector ? actor->Sector->lightProbe.index : 0);
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if (translucent)
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{
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// The translucent pass requires special setup for the various modes.
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