Fix incorrect light table
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			@ -554,12 +554,19 @@ class Program
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    private static void SetCellLightIndices(WorldRep wr, Light[] lights)
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    {
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        // TODO: Move this functionality to the LGS library
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        // We set up light indices in separately from lighting because the actual
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        // lighting phase takes a lot of shortcuts that we don't want
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        Parallel.ForEach(wr.Cells, cell =>
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        {
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            cell.LightIndexCount = 0;
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            cell.LightIndices.Clear();
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            // The first element of the light indices array is used to store how many
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            // actual lights are in the list. Which is just LightIndexCount - 1...
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            // Odd choice I know
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            cell.LightIndexCount++;
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            cell.LightIndices.Add(0);
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            // The OG lightmapper uses the cell traversal to work out all the cells that
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            // are actually visited. We're a lot more coarse and just say if a cell is
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			@ -573,6 +580,7 @@ class Program
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                {
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                    cell.LightIndexCount++;
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                    cell.LightIndices.Add((ushort)light.lightTableIndex);
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                    cell.LightIndices[0]++;
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                }
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            }
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        });
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