Fix one more time the how water is lit.
Added ancildata and pseudo_ancildata to the renderstate. Added special case for water in rendermode_ligting_draw().
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@@ -412,11 +412,15 @@ chunk_render(PyObject *self, PyObject *args) {
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PyObject *tmp;
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unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
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state.block_data = ancilData;
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if ((state.block == 2) || (state.block == 9) ||
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(state.block == 20) || (state.block == 54) ||
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(state.block == 55) || (state.block == 85) ||
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(state.block == 90)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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state.block_pdata = ancilData;
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} else {
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state.block_pdata = 0;
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}
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tmp = PyTuple_New(2);
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