R_Shadow_Stage_Light(shadow && gl_stencil);
ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
+ if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
{
Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);