In that case, either trace upwards until we meet the sky or make sure skylight propagates through glass (there's an issue about the in FlySpray) and do it the skylight way, I guess?

On 23 Apr 2014, at 15:31, "axisd" <notifications@github.com> wrote:

> In src/Entities/Entity.cpp:
> 
> >  	{
> > -		if (HasBeenBurning)
> > +		int PosX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
> > +		int PosY = POSY_TOINT;
> > +		int PosZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
> > +
> > +		if((POSY_TOINT - 1) == m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
> Hm. I check it ^_^
> 
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