re-add DISPLAY->SetLightOff/SetLighting(false) (where'd they go?)
cleanup
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@@ -328,22 +328,30 @@ void DancingCharacters::DrawPrimitives()
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FOREACH_EnabledPlayer( p )
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{
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if(!PREFSMAN->m_bCelShadeModels) {
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bool bFailed = g_CurStageStats.bFailed[p];
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bool bDanger = m_bDrawDangerLight;
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DISPLAY->SetLighting( true );
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RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
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RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(0.8f,0.8f,0.8f,1));
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RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
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DISPLAY->SetLightDirectional(
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0,
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ambient,
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diffuse,
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specular,
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RageVector3(+1, 0, +1) );
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m_Character[p].Draw();
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if( PREFSMAN->m_bCelShadeModels )
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{
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m_Character[p].DrawCelShaded();
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continue;
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}
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else {m_Character[p].DrawCelShaded();}
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bool bFailed = g_CurStageStats.bFailed[p];
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bool bDanger = m_bDrawDangerLight;
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DISPLAY->SetLighting( true );
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RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
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RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(0.8f,0.8f,0.8f,1));
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RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
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DISPLAY->SetLightDirectional(
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0,
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ambient,
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diffuse,
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specular,
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RageVector3(+1, 0, +1) );
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m_Character[p].Draw();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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