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Add jungle grass to jungles
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@@ -111,7 +111,7 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
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}
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void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
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bool block_is_underground = (water_level >= nmax.Y);
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@@ -174,7 +174,7 @@ void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
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}
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void Mapgen::updateLightingOld(v3s16 nmin, v3s16 nmax) {
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void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
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enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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