private void updateEntityClient() { boolean markForUpdate = false; if (clientUpdated) { // TODO: This is not the correct solution here but just marking the block for a render update // server side // seems to get out of sync with the client sometimes so connections are not rendered // correctly markForUpdate = true; clientUpdated = false; } FacadeRenderState curRS = getFacadeRenderedAs(); FacadeRenderState rs = ConduitUtil.getRequiredFacadeRenderState(this, EnderIO.proxy.getClientPlayer()); if (Config.updateLightingWhenHidingFacades) { int curLO = getLightOpacity(); int shouldBeLO = rs == FacadeRenderState.FULL ? 255 : 0; if (curLO != shouldBeLO) { setLightOpacity(shouldBeLO); // worldObj.updateAllLightTypes(xCoord, yCoord, zCoord); worldObj.func_147451_t(xCoord, yCoord, zCoord); } } if (curRS != rs) { setFacadeRenderAs(rs); if (!ConduitUtil.forceSkylightRecalculation(worldObj, xCoord, yCoord, zCoord)) { markForUpdate = true; } } else { // can do the else as only need to update once ConduitDisplayMode curMode = ConduitDisplayMode.getDisplayMode( EnderIO.proxy.getClientPlayer().getCurrentEquippedItem()); if (curMode != lastMode) { markForUpdate = true; lastMode = curMode; } } if (markForUpdate) { worldObj.markBlockForUpdate(xCoord, yCoord, zCoord); } }