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Add the optional Radius, ShadeSelf, CastShadows and SoftFalloff of FreeSpotLight and make FalloffAngle 360 a point light
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@@ -402,6 +402,10 @@ void gfx::local_lights::add_light_point(TSubModel const &Submodel, glm::mat4 con
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lightpoint.cos_outer = std::clamp(Submodel.fCosFalloffAngle, -1.f, 0.999f);
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lightpoint.cos_inner = std::clamp(std::max(Submodel.fCosHotspotAngle, lightpoint.cos_outer + 0.05f), lightpoint.cos_outer + 0.001f, 1.f);
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lightpoint.range = light_range(color);
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lightpoint.radius = Submodel.fLightRadius;
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lightpoint.soft_falloff = Submodel.bSoftFalloff;
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lightpoint.cast_shadows = Submodel.bCastShadows;
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lightpoint.shade_self = Submodel.bShadeSelf;
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if (m_walkowner != nullptr)
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{
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lightpoint.owner = m_walkowner;
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