We are the pony now

This commit is contained in:
Sollace 2018-10-29 13:06:22 +02:00
parent 6f4df6c407
commit c6275cf98b

View file

@ -2,6 +2,7 @@ package com.minelittlepony.model;
import com.minelittlepony.model.armour.ModelPonyArmor; import com.minelittlepony.model.armour.ModelPonyArmor;
import com.minelittlepony.model.armour.PonyArmor; import com.minelittlepony.model.armour.PonyArmor;
import com.minelittlepony.model.capabilities.ICapitated;
import com.minelittlepony.model.capabilities.IModel; import com.minelittlepony.model.capabilities.IModel;
import com.minelittlepony.model.capabilities.IModelPart; import com.minelittlepony.model.capabilities.IModelPart;
import com.minelittlepony.model.components.PonySnout; import com.minelittlepony.model.components.PonySnout;
@ -15,6 +16,7 @@ import com.minelittlepony.render.model.PonyRenderer;
import com.minelittlepony.util.math.MathUtil; import com.minelittlepony.util.math.MathUtil;
import com.minelittlepony.util.render.AbstractBoxRenderer; import com.minelittlepony.util.render.AbstractBoxRenderer;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelPlayer; import net.minecraft.client.model.ModelPlayer;
import net.minecraft.client.model.ModelRenderer; import net.minecraft.client.model.ModelRenderer;
@ -814,10 +816,12 @@ public abstract class AbstractPonyModel extends ModelPlayer implements IModel, P
@Override @Override
public void render(Entity entity, float move, float swing, float ticks, float headYaw, float headPitch, float scale) { public void render(Entity entity, float move, float swing, float ticks, float headYaw, float headPitch, float scale) {
pushMatrix(); if (!(entity instanceof EntityLivingBase && ((EntityLivingBase)entity).isPlayerSleeping() && entity == Minecraft.getMinecraft().player)) {
transform(BodyPart.HEAD); pushMatrix();
renderHead(entity, move, swing, ticks, headYaw, headPitch, scale); transform(BodyPart.HEAD);
popMatrix(); renderHead(entity, move, swing, ticks, headYaw, headPitch, scale);
popMatrix();
}
pushMatrix(); pushMatrix();
transform(BodyPart.NECK); transform(BodyPart.NECK);