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Merge pull request 'fix: zombie villager + flint and steel ignition' (#30) from Fireblade/neoLegacy:main into main
Reviewed-on: https://git.neolegacy.dev/neoStudiosLCE/neoLegacy/pulls/30
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@@ -14,15 +14,61 @@ void VillagerZombieModel::_init(float g, float yOffset, bool isArmor)
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}
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else
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{
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delete pants0;
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delete pants1;
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delete jacket;
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head = new ModelPart(this);
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head->setPos(0, 0 + yOffset, 0);
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head->texOffs(0, 32)->addBox(-4, -10, -4, 8, 10, 8, g);
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head->texOffs(24, 32)->addBox(-1, -3, -6, 2, 4, 2, g);
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}
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delete body;
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body = new ModelPart(this, 16, 16);
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body->addBox(-4, 0, -2, 8, 12, 4, g);
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body->setPos(0, 0 + yOffset, 0);
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delete arm0;
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arm0 = new ModelPart(this, 40, 16);
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arm0->addBox(-3, -2, -2, 4, 12, 4, g);
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arm0->setPos(-5, 2 + yOffset, 0);
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pants0 = new ModelPart(this, 40, 16);
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pants0->addBox(0, 0, 0, 0, 0, 0, g);
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pants0->setPos(0, 0 + yOffset, 0);
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pants1 = new ModelPart(this, 40, 16);
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pants1->addBox(0, 0, 0, 0, 0, 0, g);
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pants1->setPos(0, 0 + yOffset, 0);
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delete arm1;
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arm1 = new ModelPart(this, 40, 16);
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arm1->bMirror = true;
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arm1->addBox(-1, -2, -2, 4, 12, 4, g);
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arm1->setPos(5, 2 + yOffset, 0);
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delete leg0;
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leg0 = new ModelPart(this, 0, 16);
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leg0->addBox(-2, 0, -2, 4, 12, 4, g);
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leg0->setPos(-1.9f, 12 + yOffset, 0);
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delete leg1;
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leg1 = new ModelPart(this, 0, 16);
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leg1->bMirror = true;
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leg1->addBox(-2, 0, -2, 4, 12, 4, g);
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leg1->setPos(1.9f, 12 + yOffset, 0);
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}
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// 4J added - compile now to avoid random performance hit first time cubes are rendered
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head->compile(1.0f/16.0f);
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if (!isArmor)
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{
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body->compile(1.0f/16.0f);
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arm0->compile(1.0f/16.0f);
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arm1->compile(1.0f/16.0f);
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leg0->compile(1.0f/16.0f);
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leg1->compile(1.0f/16.0f);
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}
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}
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VillagerZombieModel::VillagerZombieModel() : HumanoidModel(0, 0, 64, 64)
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Binary file not shown.
@@ -99,6 +99,7 @@ void ZombieRenderer::swapArmor(shared_ptr<Zombie> mob)
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}
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humanoidModel = static_cast<HumanoidModel *>(model);
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resModel = model;
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}
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void ZombieRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
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@@ -188,7 +188,7 @@ void Skeleton::dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel)
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{
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if (getSkeletonType() == TYPE_WITHER)
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{
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// drop some arrows
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// drop some coal
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int count = random->nextInt(3 + playerBonusLevel) - 1;
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for (int i = 0; i < count; i++)
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{
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