public static void Scatter(OCMap map, OCColumnMap columnMap, int cx, int cz)
        {
            int x1 = cx * OCChunk.SIZE_X;
            int z1 = cz * OCChunk.SIZE_Z;

            int x2 = x1 + OCChunk.SIZE_X;
            int z2 = z1 + OCChunk.SIZE_Z;

            OCSunLightMap lightmap = map.GetSunLightmap();

            list.Clear();
            for (int x = x1; x < x2; x++)
            {
                for (int z = z1; z < z2; z++)
                {
                    int maxY = ComputeMaxY(lightmap, x, z) + 1;
                    for (int y = 0; y < maxY; y++)
                    {
                        if (lightmap.GetLight(x, y, z) > MIN_LIGHT)
                        {
                            list.Add(new Vector3i(x, y, z));
                        }
                    }
                }
            }
            Scatter(map, columnMap, list);
        }
        private static void Scatter(OCMap map, OCColumnMap columnMap, List <Vector3i> list)          // рассеивание
        {
            OCSunLightMap lightmap = map.GetSunLightmap();

            for (int i = 0; i < list.Count; i++)
            {
                Vector3i pos = list[i];
                if (pos.y < 0)
                {
                    continue;
                }

                OCBlockData block = map.GetBlock(pos);
                int         light = lightmap.GetLight(pos) - OCLightComputerUtils.GetLightStep(block);
                if (light <= MIN_LIGHT)
                {
                    continue;
                }

                Vector3i chunkPos = OCChunk.ToChunkPosition(pos);
                if (columnMap != null && !columnMap.IsBuilt(chunkPos.x, chunkPos.z))
                {
                    continue;
                }

                foreach (Vector3i dir in Vector3i.directions)
                {
                    Vector3i nextPos = pos + dir;
                    block = map.GetBlock(nextPos);
                    if (block != null && block.IsAlpha() && lightmap.SetMaxLight((byte)light, nextPos))
                    {
                        list.Add(nextPos);
                    }
                    if (block != null && !block.IsEmpty())
                    {
                        OCLightComputerUtils.SetLightDirty(map, nextPos);
                    }
                }
            }
        }
		private static void Scatter(OCMap map, OCColumnMap columnMap, List<Vector3i> list) { // рассеивание
			OCSunLightMap lightmap = map.GetSunLightmap();
	        for(int i=0; i<list.Count; i++) {
	            Vector3i pos = list[i];
				if(pos.y<0) continue;
				
				OCBlockData block = map.GetBlock(pos);
				int light = lightmap.GetLight(pos) - OCLightComputerUtils.GetLightStep(block);
	            if(light <= MIN_LIGHT) continue;
				
				Vector3i chunkPos = OCChunk.ToChunkPosition(pos);
				if(columnMap != null && !columnMap.IsBuilt(chunkPos.x, chunkPos.z)) continue;
				
	            foreach(Vector3i dir in Vector3i.directions) {
					Vector3i nextPos = pos + dir;
					block = map.GetBlock(nextPos);
	                if(block != null && block.IsAlpha() && lightmap.SetMaxLight((byte)light, nextPos) ) {
	                	list.Add( nextPos );
	                }
					if(block != null && !block.IsEmpty()) OCLightComputerUtils.SetLightDirty(map, nextPos);
	            }
	        }
	    }
		public static void Scatter(OCMap map, OCColumnMap columnMap, int cx, int cz) {
			int x1 = cx*OCChunk.SIZE_X;
			int z1 = cz*OCChunk.SIZE_Z;
			
			int x2 = x1+OCChunk.SIZE_X;
			int z2 = z1+OCChunk.SIZE_Z;
			
			OCSunLightMap lightmap = map.GetSunLightmap();
			list.Clear();
			for(int x=x1; x<x2; x++) {
				for(int z=z1; z<z2; z++) {
					int maxY = ComputeMaxY(lightmap, x, z)+1;
					for(int y=0; y<maxY; y++) {
						if(lightmap.GetLight(x, y, z) > MIN_LIGHT) {
							list.Add( new Vector3i(x, y, z) );
						}
					}
				}
			}
			Scatter(map, columnMap, list);
		}