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