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sync block light to the client (kinda)
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@@ -380,6 +380,7 @@ uint8_t buildChunkSection (int cx, int cy, int cz) {
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// runs per block, as this is more expensive than terrain generation.
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for (int i = 0; i < block_changes_count; i ++) {
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if (block_changes[i].block == 0xFF) continue;
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if (block_changes[i].block == B_torch) continue;
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if ( // Check if block is within this chunk section
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block_changes[i].x >= cx && block_changes[i].x < cx + 16 &&
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block_changes[i].y >= cy && block_changes[i].y < cy + 16 &&
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