quick check with linters
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@@ -210,10 +210,10 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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texface2, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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texface2, lights, vec4(tint));
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}
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// HINT: texture faces order: {east, west, bottom, top, south, north}
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