- glm::vec3 next_pos = aim_world.BlockCoords() + aim_world.normal;
- BlockLookup next_block(&aim_world.GetChunk(), next_pos);
- if (next_block) {
+ BlockLookup next_block(aim_world.chunk, aim_world.BlockPos(), Block::NormalFace(aim_world.normal));
+ if (!next_block) {
+ return;