Remove unused access to blocklight array.
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@@ -181,11 +181,9 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
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if (is_transparent(upper_block)) {
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if (is_transparent(upper_block)) {
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skylevel = getArrayByte3D(skylight, local_x, local_y, local_z + 1);
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skylevel = getArrayByte3D(skylight, local_x, local_y, local_z + 1);
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}
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}
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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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} else {
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} else {
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upper_block = 0;
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upper_block = 0;
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skylevel = 15;
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skylevel = 15;
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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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}
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}
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/* the block has a bad blocklevel, estimate it from neigborhood
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/* the block has a bad blocklevel, estimate it from neigborhood
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