Fix for mounted image lights beyond the first weapon light. Before this fix all mounted images that have lights would not function if mounted to a slot after a mounted image that uses a weapon light.
@@ -3262,7 +3262,7 @@ void ShapeBase::submitLights( LightManager *lm, bool staticLighting )
{
S32 elapsed = Sim::getCurrentTime() - image.lightStart;
if ( elapsed > imageData->lightDuration )
- return;
+ continue;
intensity = ( 1.0 - (F32)elapsed / (F32)imageData->lightDuration ) * imageData->lightBrightness;
break;
}