Fixed incorrect lighting texture and values
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@ -101,21 +101,22 @@ Public Class Lighting
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' Anything higher than 3 = No Lighting
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Select Case GetLightingType()
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Case 0 ' Day
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refEffect.AmbientLightColor = GetEnvironmentColor(1)
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refEffect.DirectionalLight0.DiffuseColor = GetEnvironmentColor(0)
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refEffect.DirectionalLight0.Direction = Vector3.Normalize(New Vector3(-1.0F, 0.0F, 1.0F))
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refEffect.DirectionalLight0.SpecularColor = New Vector3(0.0F)
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refEffect.DirectionalLight0.Enabled = True
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Case 1 ' Night
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Case 0 ' Night
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refEffect.AmbientLightColor = GetEnvironmentColor(1)
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refEffect.DirectionalLight0.DiffuseColor = GetEnvironmentColor(0)
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refEffect.DirectionalLight0.Direction = Vector3.Normalize(New Vector3(1.0F, 1.0F, -1.0F))
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refEffect.DirectionalLight0.SpecularColor = New Vector3(0.0F)
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refEffect.DirectionalLight0.Enabled = True
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Case 2 ' Morning
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Case 1 ' Morning
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refEffect.AmbientLightColor = GetEnvironmentColor(1)
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refEffect.DirectionalLight0.DiffuseColor = GetEnvironmentColor(0)
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refEffect.DirectionalLight0.Direction = Vector3.Normalize(New Vector3(-1.0F, 0.0F, 1.0F))
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refEffect.DirectionalLight0.SpecularColor = New Vector3(0.0F)
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refEffect.DirectionalLight0.Enabled = True
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Case 2 ' Day
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refEffect.AmbientLightColor = GetEnvironmentColor(1)
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refEffect.DirectionalLight0.DiffuseColor = GetEnvironmentColor(0)
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@ -144,9 +145,9 @@ Public Class Lighting
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' Level's lighttype values:
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' 0 = Get lighting from the current time of day.
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' 1 = Disable lighting
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' 2 = Always Day
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' 3 = Always Night
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' 4 = Always Morning
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' 2 = Always Night
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' 3 = Always Morning
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' 4 = Always Day
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' 5 = Always Evening
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If Screen.Level.LightingType = 1 Then ' If the level lighting type is 1, disable lighting (set index to 99).
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