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Implement spigotbase's following changes
jeb_'s fix, and maps placed in item frames now fill the whole block.
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@@ -27,25 +27,30 @@ int SheepRenderer::prepareArmor(shared_ptr<LivingEntity> _sheep, int layer, floa
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{
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// easter egg...
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int colorDuration = 25;
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int value = (sheep->tickCount / colorDuration) + sheep->entityId;
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int value = (sheep->tickCount / colorDuration);
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int c1 = value % Sheep::COLOR_LENGTH;
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int c2 = (value + 1) % Sheep::COLOR_LENGTH;
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float subStep = ((sheep->tickCount % colorDuration) + a) / static_cast<float>(colorDuration);
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glColor3f(Sheep::COLOR[c1][0] * (1.0f - subStep) + Sheep::COLOR[c2][0] * subStep, Sheep::COLOR[c1][1] * (1.0f - subStep) + Sheep::COLOR[c2][1] * subStep, Sheep::COLOR[c1][2]
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* (1.0f - subStep) + Sheep::COLOR[c2][2] * subStep);
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float r = Sheep::COLOR[c1][0] * (1.0f - subStep) + Sheep::COLOR[c2][0] * subStep;
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float g = Sheep::COLOR[c1][1] * (1.0f - subStep) + Sheep::COLOR[c2][1] * subStep;
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float b = Sheep::COLOR[c1][2] * (1.0f - subStep) + Sheep::COLOR[c2][2] * subStep;
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1.0f : sheep->getBrightness(a);
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glColor3f(r * brightness, g * brightness, b * brightness);
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}
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else
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{
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int color = sheep->getColor();
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glColor3f(Sheep::COLOR[color][0], Sheep::COLOR[color][1], Sheep::COLOR[color][2]);
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float r = Sheep::COLOR[color][0];
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float g = Sheep::COLOR[color][1];
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float b = Sheep::COLOR[color][2];
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1.0f : sheep->getBrightness(a);
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glColor3f(r * brightness, g * brightness, b * brightness);
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}
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// 4J - change brought forward from 1.8.2
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1.0f : sheep->getBrightness(a);
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int color = sheep->getColor();
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glColor3f(brightness * Sheep::COLOR[color][0], brightness * Sheep::COLOR[color][1], brightness * Sheep::COLOR[color][2]);
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return 1;
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}
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return -1;
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