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https://github.com/MineLittlePony/MineLittlePony.git
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Fix worn head placement
Also shrink the headwear to be closer to vanilla. It helps to hide it while wearing the head.
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parent
460e8c56b4
commit
ef2052a23e
2 changed files with 5 additions and 5 deletions
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@ -534,7 +534,7 @@ public abstract class AbstractPonyModel<T extends LivingEntity> extends ClientPo
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headwear = new PonyRenderer(this, 32, 0)
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headwear = new PonyRenderer(this, 32, 0)
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.offset(HEAD_CENTRE_X, HEAD_CENTRE_Y, HEAD_CENTRE_Z)
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.offset(HEAD_CENTRE_X, HEAD_CENTRE_Y, HEAD_CENTRE_Z)
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.around(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z - 2)
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.around(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z - 2)
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.box(-4, -4, -4, 8, 8, 8, stretch + 0.7504F);
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.box(-4, -4, -4, 8, 8, 8, stretch + 0.5F);
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snout = new PonySnout(this);
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snout = new PonySnout(this);
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snout.init(yOffset, stretch);
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snout.init(yOffset, stretch);
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@ -45,7 +45,7 @@ public class LayerPonyCustomHead<T extends LivingEntity, M extends EntityModel<T
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model.getHead().applyTransform(0.0625f);
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model.getHead().applyTransform(0.0625f);
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if (model instanceof AbstractPonyModel) {
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if (model instanceof AbstractPonyModel) {
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translatef(0, 0.2F, 0);
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translatef(0, 0.225F, 0);
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} else {
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} else {
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translatef(0, 0, 0.15F);
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translatef(0, 0, 0.15F);
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}
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}
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@ -80,7 +80,7 @@ public class LayerPonyCustomHead<T extends LivingEntity, M extends EntityModel<T
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if (isVillager) {
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if (isVillager) {
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translatef(0, 0.0625F, 0);
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translatef(0, 0.0625F, 0);
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}
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}
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translatef(0, 0, -0.05F);
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GameProfile profile = null;
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GameProfile profile = null;
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if (itemstack.hasTag()) {
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if (itemstack.hasTag()) {
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@ -98,12 +98,12 @@ public class LayerPonyCustomHead<T extends LivingEntity, M extends EntityModel<T
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SkullType type = ((AbstractSkullBlock) ((BlockItem) itemstack.getItem()).getBlock()).getSkullType();
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SkullType type = ((AbstractSkullBlock) ((BlockItem) itemstack.getItem()).getBlock()).getSkullType();
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PonySkullRenderer.resolve().render(-0.5F, 0, -0.45F, Direction.UP, 180, type, profile, -1, limbSwing);
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PonySkullRenderer.resolve().render(-0.5F, 0, -0.5F, null, 180, type, profile, -1, limbSwing);
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}
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}
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@Override
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@Override
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public boolean hasHurtOverlay() {
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public boolean hasHurtOverlay() {
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return true;
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return false;
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}
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}
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}
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}
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