AppearanceComponent? appearance = null,
EntityUid? user = null)
{
+ // We don't do anything during state application on the client as if
+ // it's due to an entity spawn, we'd have to wait for component init to
+ // be able to do anything, despite the server having already sent us the
+ // state that we need. On the other hand, we still want this to run in
+ // prediction so we can, well, predict lights turning on.
+ if (GameTiming.ApplyingState)
+ return;
+
if (!Resolve(uid, ref light, false))
return;