Fix worn head placement

Also shrink the headwear to be closer to vanilla. It helps to hide it while wearing the head.
This commit is contained in:
Matthew Messinger 2019-07-05 00:49:16 -04:00
parent 460e8c56b4
commit ef2052a23e
2 changed files with 5 additions and 5 deletions

View file

@ -534,7 +534,7 @@ public abstract class AbstractPonyModel<T extends LivingEntity> extends ClientPo
headwear = new PonyRenderer(this, 32, 0)
.offset(HEAD_CENTRE_X, HEAD_CENTRE_Y, HEAD_CENTRE_Z)
.around(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z - 2)
.box(-4, -4, -4, 8, 8, 8, stretch + 0.7504F);
.box(-4, -4, -4, 8, 8, 8, stretch + 0.5F);
snout = new PonySnout(this);
snout.init(yOffset, stretch);

View file

@ -45,7 +45,7 @@ public class LayerPonyCustomHead<T extends LivingEntity, M extends EntityModel<T
model.getHead().applyTransform(0.0625f);
if (model instanceof AbstractPonyModel) {
translatef(0, 0.2F, 0);
translatef(0, 0.225F, 0);
} else {
translatef(0, 0, 0.15F);
}
@ -80,7 +80,7 @@ public class LayerPonyCustomHead<T extends LivingEntity, M extends EntityModel<T
if (isVillager) {
translatef(0, 0.0625F, 0);
}
translatef(0, 0, -0.05F);
GameProfile profile = null;
if (itemstack.hasTag()) {
@ -98,12 +98,12 @@ public class LayerPonyCustomHead<T extends LivingEntity, M extends EntityModel<T
SkullType type = ((AbstractSkullBlock) ((BlockItem) itemstack.getItem()).getBlock()).getSkullType();
PonySkullRenderer.resolve().render(-0.5F, 0, -0.45F, Direction.UP, 180, type, profile, -1, limbSwing);
PonySkullRenderer.resolve().render(-0.5F, 0, -0.5F, null, 180, type, profile, -1, limbSwing);
}
@Override
public boolean hasHurtOverlay() {
return true;
return false;
}
}