Update to allow the light map to remain the same, but allow alteration of sky light values based on time.
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@@ -609,9 +609,9 @@ int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
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{
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switch (a_MobFamily)
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{
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case mfHostile: return 1;
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case mfPassive: return 400;
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case mfAmbient: return 400;
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case mfHostile: return 40;
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case mfPassive: return 40;
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case mfAmbient: return 40;
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case mfWater: return 400;
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}
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ASSERT(!"Unhandled mob family");
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