Bug: Flashlights do not observe the 'disableflashlight' entity KV
Describe the bug
Related to #1537, the disableshadowdepth KV disables ALL clustered lights, including those usually considered 'flashlights'. This is a minor regression from pre-clustered, as entities with disableflashlight will now always cast shadows on 'flashlights', and entities with disableshadowdepth will always cast no shadow.
To Reproduce
- Add a func_brush and set any texture on it (alphamasked textures make it easier to see);
- Set disableflashlight to 1;
- Build the BSP, run the game.
- Turn your flashlight on and enjoy the show
Issue Map
Any map with entities with the disableflashlight or disableshadowdepth KV non-default
Expected Behavior
When and only when the disableflashlight KV is enabled, shadows should be disabled for 'flashlight' shadow lights.
When and only when the disableshadowdepth KV is enabled, shadows should be disabled for non-'flashlight' shadow lights.
Operating System
No response
I stole some parts of #1537 :]