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Fix incorrect light updates for wielditem and item visuals (#9540)
An alternative to #9537
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@ -826,7 +826,11 @@ void GenericCAO::setNodeLight(u8 light)
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{
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video::SColor color(255, light, light, light);
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if (m_enable_shaders) {
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if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
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// Since these types of visuals are using their own shader
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// they should be handled separately
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m_wield_meshnode->setColor(color);
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} else if (m_enable_shaders) {
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scene::ISceneNode *node = getSceneNode();
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if (node == nullptr)
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@ -850,8 +854,6 @@ void GenericCAO::setNodeLight(u8 light)
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setMeshColor(m_meshnode->getMesh(), color);
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} else if (m_animated_meshnode) {
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setAnimatedMeshColor(m_animated_meshnode, color);
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} else if (m_wield_meshnode) {
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m_wield_meshnode->setColor(color);
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} else if (m_spritenode) {
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m_spritenode->setColor(color);
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}
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