for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
;
// now figure out what to do with this particular range of surfaces
- if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+ // VorteX: added MATERIALFLAG_NORTLIGHT
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL + MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;