Moved grabbing the light value to after the transparency check.
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@ -50,14 +50,15 @@ public:
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else if ((a_RelY < cChunkDef::Height - 1))
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{
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BLOCKTYPE above = a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ);
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NIBBLETYPE light = std::max(a_Chunk.GetBlockLight(a_RelX, a_RelY + 1, a_RelZ), a_Chunk.GetTimeAlteredLight(a_Chunk.GetSkyLight(a_RelX, a_RelY + 1, a_RelZ)));
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// Grass turns back to dirt when light levels are below 5 and the block above is not transparent
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// Grass turns back to dirt when the block above is not transparent
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if (!cBlockInfo::IsTransparent(above))
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{
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL);
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return;
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}
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NIBBLETYPE light = std::max(a_Chunk.GetBlockLight(a_RelX, a_RelY + 1, a_RelZ), a_Chunk.GetTimeAlteredLight(a_Chunk.GetSkyLight(a_RelX, a_RelY + 1, a_RelZ)));
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// Source block is not bright enough to spread
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if (light < 9)
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{
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