// lit sprite by lightgrid if it is not fullbright, lit only ambient
if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient);
+ VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
// SPR_LABEL should not use depth test AT ALL
if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)