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Update ArmorFeatureRendererMixin.java
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doctor4t committed Dec 30, 2024
1 parent c20bae2 commit 6a4d655
Showing 1 changed file with 14 additions and 14 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -55,8 +55,8 @@ public ArmorFeatureRendererMixin(FeatureRendererContext<T, M> context) {
if (context instanceof PlayerEntityRendererWrapper playerWrapper) {
this.slim = playerWrapper.mischief$isSlim();
}
this.leggingsModel = new PlayerEntityModel<>(wrapper.getContext().getPart(RatsMischiefClient.RAT_MASTER_ARMOR_INNER_LAYER), false);
this.playerModel = new PlayerEntityModel<>(wrapper.getContext().getPart(this.slim ? RatsMischiefClient.RAT_MASTER_ARMOR_OUTER_LAYER_SLIM : RatsMischiefClient.RAT_MASTER_ARMOR_OUTER_LAYER), this.slim);
this.leggingsModel = new PlayerEntityModel<>(wrapper.mischief$getContext().getPart(RatsMischiefClient.RAT_MASTER_ARMOR_INNER_LAYER), false);
this.playerModel = new PlayerEntityModel<>(wrapper.mischief$getContext().getPart(this.slim ? RatsMischiefClient.RAT_MASTER_ARMOR_OUTER_LAYER_SLIM : RatsMischiefClient.RAT_MASTER_ARMOR_OUTER_LAYER), this.slim);
}
}

Expand Down Expand Up @@ -93,18 +93,18 @@ private void renderRatArmor(MatrixStack matrices, VertexConsumerProvider vertexC
this.setRatVisible(armorModel, armorSlot, itemStack);
this.setRatPoses(armorModel, armorSlot);

if (!playerModel.body.visible) {
armorModel.body.visible = false;
}
if (!playerModel.leftLeg.visible) {
armorModel.leftLeg.visible = false;
}
if (!playerModel.rightLeg.visible) {
armorModel.rightLeg.visible = false;
}
if (!playerModel.head.visible) {
armorModel.head.visible = false;
}
// if (!playerModel.body.visible) {
// armorModel.body.visible = false;
// }
// if (!playerModel.leftLeg.visible) {
// armorModel.leftLeg.visible = false;
// }
// if (!playerModel.rightLeg.visible) {
// armorModel.rightLeg.visible = false;
// }
// if (!playerModel.head.visible) {
// armorModel.head.visible = false;
// }

this.renderRatArmorParts(matrices, vertexConsumers, light, armorItem, armorModel, this.usesRatSecondLayer(armorSlot));
}
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