Fix for invalid gate type(pulser or not) for re-loaded worlds.

I've been spending some time in creative mode testing some builds out and I noticed that when a world is reloaded that all gates on the client side were being treated as if they were normal non pulser gates. Using creative mode pick block or any highlight overlay mod such as Waila would always return/show a plain version of the gate.  The initial client render of the gate is correct, as is the drop if the gate is removed. 

Stepping through a load of a test world showed that the gates were being read from their saved nbt tags fine on the server side, but when the gates were synched the first time over the network that they would be re-created as normal gates on the client side.