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if(i == ironladder_renderID) { double a = 0[paste][/paste]05000000074505806D; switch(world[paste][/paste]getBlockMetadata(x, y, z)) { case 5: { renderer[paste][/paste]renderNorthFace(block, x+a, y, z, block[paste][/paste]blockIndexInTexture); renderer[paste][/paste]renderSouthFace(block, x+a, y, z, block[paste][/paste]blockIndexInTexture); break; } case 4: { renderer[paste][/paste]renderNorthFace(block, x-a, y, z, block[paste][/paste]blockIndexInTexture); renderer[paste][/paste]renderSouthFace(block, x-a, y, z, block[paste][/paste]blockIndexInTexture); break; } case 3: { renderer[paste][/paste]renderEastFace(block, x, y, z+a, block[paste][/paste]blockIndexInTexture); renderer[paste][/paste]renderWestFace(block, x, y, z+a, block[paste][/paste]blockIndexInTexture); break; } case 2: { renderer[paste][/paste]renderEastFace(block, x, y, z-a, block[paste][/paste]blockIndexInTexture); renderer[paste][/paste]renderWestFace(block, x, y, z-a, block[paste][/paste]blockIndexInTexture); break; } } }