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BlockFactory: remove some useless static arrays
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@ -35,12 +35,6 @@ class BlockFactory{
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/** @var \SplFixedArray<bool> */
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public static $solid = null;
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/** @var \SplFixedArray<bool> */
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public static $transparent = null;
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/** @var \SplFixedArray<float> */
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public static $hardness = null;
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/** @var \SplFixedArray<int> */
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public static $light = null;
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/** @var \SplFixedArray<int> */
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public static $lightFilter = null;
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/** @var \SplFixedArray<bool> */
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@ -64,11 +58,8 @@ class BlockFactory{
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public static function init() : void{
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self::$fullList = new \SplFixedArray(4096);
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self::$light = new \SplFixedArray(256);
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self::$lightFilter = new \SplFixedArray(256);
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self::$solid = new \SplFixedArray(256);
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self::$hardness = new \SplFixedArray(256);
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self::$transparent = new \SplFixedArray(256);
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self::$diffusesSkyLight = new \SplFixedArray(256);
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self::$blastResistance = new \SplFixedArray(256);
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@ -357,9 +348,6 @@ class BlockFactory{
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}
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self::$solid[$id] = $block->isSolid();
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self::$transparent[$id] = $block->isTransparent();
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self::$hardness[$id] = $block->getHardness();
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self::$light[$id] = $block->getLightLevel();
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self::$lightFilter[$id] = min(15, $block->getLightFilter() + 1); //opacity plus 1 standard light filter
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self::$diffusesSkyLight[$id] = $block->diffusesSkyLight();
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self::$blastResistance[$id] = $block->getBlastResistance();
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@ -1463,8 +1463,8 @@ class Level implements ChunkManager, Metadatable{
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public function updateBlockLight(int $x, int $y, int $z){
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$this->timings->doBlockLightUpdates->startTiming();
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$id = $this->getBlockIdAt($x, $y, $z);
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$newLevel = max(BlockFactory::$light[$id], $this->getHighestAdjacentBlockLight($x, $y, $z) - BlockFactory::$lightFilter[$id]);
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$block = $this->getBlockAt($x, $y, $z);
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$newLevel = max($block->getLightLevel(), $this->getHighestAdjacentBlockLight($x, $y, $z) - $block->getLightFilter());
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if($this->blockLightUpdate === null){
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$this->blockLightUpdate = new BlockLightUpdate($this);
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