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https://github.com/KAMKEEL/CustomNPC-Plus.git
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Fix Preview Entity
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095709b9d2
commit
4f7773eb3f
1 file changed
+3
-18
@@ -11,10 +11,7 @@ import net.minecraft.client.renderer.entity.RenderManager;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import noppes.npcs.client.ClientEventHandler;
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import noppes.npcs.client.EntityUtil;
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import noppes.npcs.entity.EntityCustomNpc;
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import noppes.npcs.entity.EntityNPCInterface;
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import noppes.npcs.entity.data.ModelData;
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import org.lwjgl.input.Mouse;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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@@ -50,7 +47,6 @@ public class GuiAbilityInterface extends GuiNPCInterface2 {
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private GuiNpcButton btnLeft, btnRight;
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// ==================== NPC STATE ====================
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public ModelData playerdata;
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public EntityNPCInterface npc;
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/** NPC starting position (saved when preview starts, used to track movement) */
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@@ -85,7 +81,6 @@ public class GuiAbilityInterface extends GuiNPCInterface2 {
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public GuiAbilityInterface(EntityNPCInterface npc, boolean hasMenuNpc) {
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super(hasMenuNpc ? npc : null);
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this.npc = npc;
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this.playerdata = ((EntityCustomNpc) npc).modelData;
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this.drawDefaultBackground = false;
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CAMERA_ZOOM = 30f;
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@@ -144,14 +139,8 @@ public class GuiAbilityInterface extends GuiNPCInterface2 {
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GL11.glEnable(GL11.GL_SCISSOR_TEST);
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setScissorClip(previewX, previewY, previewWidth, previewHeight);
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// Get the entity to render (could be transformed player model)
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EntityLivingBase renderEntity = playerdata.getEntity(npc);
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if (renderEntity == null) {
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renderEntity = this.npc;
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}
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// Sync NPC properties to render entity
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EntityUtil.Copy(npc, renderEntity);
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// Always use the standard NPC animation renderer for ability preview
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EntityLivingBase renderEntity = this.npc;
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// Set NPC facing direction (affects anchor points and visual facing)
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npc.prevRenderYawOffset = npc.renderYawOffset = NPC_FACING_YAW;
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@@ -207,11 +196,7 @@ public class GuiAbilityInterface extends GuiNPCInterface2 {
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ClientEventHandler.renderingEntityInGUI = true;
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// Render the NPC at its position delta (for movement like slam jumps)
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try {
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RenderManager.instance.renderEntityWithPosYaw(renderEntity, npcDeltaX, npcDeltaY, npcDeltaZ, 0.0F, partialTicks);
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} catch (Exception e) {
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playerdata.setEntityClass(null);
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}
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RenderManager.instance.renderEntityWithPosYaw(renderEntity, npcDeltaX, npcDeltaY, npcDeltaZ, 0.0F, partialTicks);
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// Render preview entities at their positions relative to NPC start position
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renderPreviewEntities(partialTicks);
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