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https://github.com/KAMKEEL/CustomNPC-Plus.git
synced 2026-11-12 00:17:27 +00:00
Fixed armor being offset during animations
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1 parent
befe115e74
commit
f7057005d7
1 file changed
+17
-9
@@ -351,8 +351,10 @@ public class ModelMPM extends ModelNPCMale{
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Frame frame = animation.frames.get(animation.currentFrame);
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if (frame.frameParts.containsKey(EnumAnimationPart.FULL_MODEL)) {
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FramePart part = frame.frameParts.get(EnumAnimationPart.FULL_MODEL);
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part.interpolateOffset();
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part.interpolateAngles();
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if (!this.isArmor) {
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part.interpolateOffset();
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part.interpolateAngles();
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}
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float pi = 180 / (float) Math.PI;
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GL11.glTranslatef(part.prevPivots[0], part.prevPivots[1], part.prevPivots[2]);
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GL11.glRotatef(part.prevRotations[0] * pi, 1, 0, 0);
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@@ -650,11 +652,13 @@ public class ModelMPM extends ModelNPCMale{
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if (part != null) {
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if (part.part != EnumAnimationPart.FULL_MODEL) {
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ModelRenderer modelRenderer = animPartToModel.get(part.part);
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part.interpolateAngles();
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if (!this.isArmor) {
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part.interpolateAngles();
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}
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modelRenderer.rotateAngleX = part.prevRotations[0];
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modelRenderer.rotateAngleY = part.prevRotations[1];
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modelRenderer.rotateAngleZ = part.prevRotations[2];
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} else {
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} else if (!this.isArmor) {
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part.interpolateAngles();
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}
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}
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@@ -665,20 +669,24 @@ public class ModelMPM extends ModelNPCMale{
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if (part != null) {
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if (part.part != EnumAnimationPart.FULL_MODEL) {
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ModelRenderer modelRenderer = animPartToModel.get(part.part);
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part.interpolateOffset();
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if (!this.isArmor) {
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part.interpolateOffset();
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}
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modelRenderer.rotationPointX += part.prevPivots[0];
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modelRenderer.rotationPointY += part.prevPivots[1];
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modelRenderer.rotationPointZ += part.prevPivots[2];
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} else {
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} else if (!this.isArmor) {
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part.interpolateOffset();
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}
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}
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}
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if (frame.frameParts.containsKey(EnumAnimationPart.FULL_MODEL)) {
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if (frame.frameParts.containsKey(EnumAnimationPart.FULL_MODEL) && !this.isArmor) {
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FramePart part = frame.frameParts.get(EnumAnimationPart.FULL_MODEL);
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part.interpolateOffset();
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part.interpolateAngles();
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if (!this.isArmor) {
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part.interpolateOffset();
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part.interpolateAngles();
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}
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float pi = 180 / (float) Math.PI;
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GL11.glTranslatef(part.prevPivots[0],part.prevPivots[1],part.prevPivots[2]);
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GL11.glRotatef(part.prevRotations[0] * pi,1,0,0);
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