1.17.1 breaking a block when block beneath broken
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By Shipwrecker · Posted
So the default PlayerModel contains this code here to set the players arms to slim if (pSlim) { $$3.addOrReplaceChild("left_arm", CubeListBuilder.create().texOffs(32, 48).addBox(-1.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("right_arm", CubeListBuilder.create().texOffs(40, 16).addBox(-2.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(-5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("left_sleeve", CubeListBuilder.create().texOffs(48, 48).addBox(-1.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("right_sleeve", CubeListBuilder.create().texOffs(40, 32).addBox(-2.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(-5.0F, 2.5F, 0.0F)); } else { $$3.addOrReplaceChild("left_arm", CubeListBuilder.create().texOffs(32, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(5.0F, 2.0F, 0.0F)); $$3.addOrReplaceChild("left_sleeve", CubeListBuilder.create().texOffs(48, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(5.0F, 2.0F, 0.0F)); $$3.addOrReplaceChild("right_sleeve", CubeListBuilder.create().texOffs(40, 32).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(-5.0F, 2.0F, 0.0F)); } And that's got me thinking. If I can't replace the whole model in one fell swoop, what if I replaced each individual limb with my models mesh definitions? Note: It was crazy. The createMesh method in PlayerModel could not be @Overriden and addOrReplaceChild just makes changes to a new model that uses the original as a base. However, I did render my model using this final toatestentity idk = entities.toatest.get().create(p.level()); Minecraft.getInstance().getEntityRenderDispatcher().getRenderer(idk).render(idk, 0f, pTicks, stack, buffer, paLights); However that just uses the render from the entity I used to test getting the model to render in the first place. I don't want to do that. I want to fully replace the player model which this doesn't actually do (I don't think?). Maybe it'd just be best to render my model as a new layer and make the base player model invisible? Maybe I'll take a look at how armor is rendered to move with the player so I won't have to make my own animations? Idk, I'm really set on figuring this out though.
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