diff --git a/Barotrauma/BarotraumaClient/Source/Map/Lights/ConvexHull.cs b/Barotrauma/BarotraumaClient/Source/Map/Lights/ConvexHull.cs
index 93dbf207c..1cbf20833 100644
--- a/Barotrauma/BarotraumaClient/Source/Map/Lights/ConvexHull.cs
+++ b/Barotrauma/BarotraumaClient/Source/Map/Lights/ConvexHull.cs
@@ -407,11 +407,11 @@ namespace Barotrauma.Lights
///
/// Returns the segments that are facing towards viewPosition
///
- public void GetVisibleSegments(Vector2 viewPosition, List visibleSegments)
+ public void GetVisibleSegments(Vector2 viewPosition, List visibleSegments, bool ignoreEdges)
{
for (int i = 0; i < 4; i++)
{
- if (ignoreEdge[i]) continue;
+ if (ignoreEdge[i] && ignoreEdges) continue;
Vector2 pos1 = vertices[i].WorldPos;
Vector2 pos2 = vertices[(i + 1) % 4].WorldPos;
diff --git a/Barotrauma/BarotraumaClient/Source/Map/Lights/LightSource.cs b/Barotrauma/BarotraumaClient/Source/Map/Lights/LightSource.cs
index cbc9ac0e1..9ff808757 100644
--- a/Barotrauma/BarotraumaClient/Source/Map/Lights/LightSource.cs
+++ b/Barotrauma/BarotraumaClient/Source/Map/Lights/LightSource.cs
@@ -453,7 +453,7 @@ namespace Barotrauma.Lights
foreach (ConvexHull hull in hulls)
{
hull.RefreshWorldPositions();
- hull.GetVisibleSegments(drawPos, visibleSegments);
+ hull.GetVisibleSegments(drawPos, visibleSegments, ignoreEdges: false);
}
//Generate new points at the intersections between segments