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-rw-r--r--src/code/z_actor.c5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index fd6bb0e71..d0b7607e2 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -2302,7 +2302,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
lights = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
- Lights_BindAll(lights, play->lightCtx.listHead, (actor->flags & ACTOR_FLAG_22) ? NULL : &actor->world.pos);
+ Lights_BindAll(lights, play->lightCtx.listHead,
+ (actor->flags & ACTOR_FLAG_IGNORE_POINT_LIGHTS) ? NULL : &actor->world.pos);
Lights_Draw(lights, play->state.gfxCtx);
if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {
@@ -2552,7 +2553,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) {
if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) {
- if ((actor->flags & ACTOR_FLAG_7) &&
+ if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) &&
((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) || play->actorCtx.lensActive ||
(actor->room != play->roomCtx.curRoom.num))) {
ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX,