#define VOXELALGORITHMS_HEADER
#include "voxel.h"
+#include "mapnode.h"
namespace voxalgo
{
void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
INodeDefManager *ndef);
+void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
+ enum LightBank bank, INodeDefManager *ndef,
+ core::map<v3s16, bool> & light_sources,
+ core::map<v3s16, u8> & unlight_from);
+
struct SunlightPropagateResult
{
bool bottom_sunlight_valid;