// nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
static int l_find_nodes_in_area_under_air(lua_State *L);
+ // fix_light(p1, p2) -> true/false
+ static int l_fix_light(lua_State *L);
+
// emerge_area(p1, p2)
static int l_emerge_area(lua_State *L);