Fixes #4598: Incorrectly rotated face for determining block lightlevel in ME Chest renderer. (#4599) (#4609)
(cherry picked from commit 954ce1442e)
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@@ -142,7 +142,7 @@ public class ChestTileEntityRenderer extends TileEntityRenderer<ChestTileEntity>
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public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand,
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public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand,
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@Nonnull IModelData extraData) {
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@Nonnull IModelData extraData) {
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if (side != null) {
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if (side != null) {
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side = r.rotate(side); // This fixes the incorrect lightmap position
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side = r.resultingRotate(side); // This fixes the incorrect lightmap position
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}
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}
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List<BakedQuad> quads = new ArrayList<>(super.getQuads(state, side, rand, extraData));
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List<BakedQuad> quads = new ArrayList<>(super.getQuads(state, side, rand, extraData));
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