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Muzzle flashes, bullet impacts and explosions lit walls and snow blue or cyan while their own flash and fireball sprites stayed orange. The effect colour is stored B,G,R,A. render_fx swaps it once to R,G,B,A for every sprite, trail and spark, and the light path then passed that value to a helper that swapped red and blue a second time. GfxLightPack.color is R,G,B like a map primary light, so every effect omni and spot light came out with red and blue reversed. The helper is now elem_light_color_rgb and keeps the order. The light instance field and the omni and spot pack parameters are renamed color_rgb so the names say what the value holds. Read in the same order the sprites use, the light elements of these effects are amber and orange, matching their flash and fireball sprites. Measured on the Mac on mp_subbase, facing the concrete wall above the snow bank: the light an RPG blast adds to wall and snow went from linear R:G:B 0.28:0.81:1.00 (cyan) to 1.00:0.82:0.33 (amber), and an M4 burst from 0.34:0.48:1.00 (blue) to 1.00:0.60:0.55 (warm). Wall and snow before the shots are unchanged, since map lights take another path. On an iPhone build on mp_subbase, a long burst at a concrete wall lit it warm instead of blue. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>