Posted January 11Jan 11 In attempts to get Woodwalkers (parent mod of Remorph) working with GeckoLib (used for entity model and animations) in order to not t-pose around on other players' views, we're going through the PlayerEntityRendererMixin file of Woodwalkers and trying to correct how it tracks player motion into a way that is not so client-sidedCurrently it uses this: shape.walkAnimation).setPos(player.walkAnimation.position()); //#else //$$ shape.animationSpeedOld = player.animationSpeedOld; //$$ shape.animationSpeed = player.animationSpeed; //$$ shape.animationPosition = player.animationPosition; //#endif shape.swinging = player.swinging; shape.swingTime = player.swingTime; shape.oAttackAnim = player.oAttackAnim; shape.attackAnim = player.attackAnim; shape.yBodyRot = player.yBodyRot; shape.yBodyRotO = player.yBodyRotO; shape.yHeadRot = player.yHeadRot; shape.yHeadRotO = player.yHeadRotO; shape.tickCount = player.tickCount; shape.swingingArm = player.swingingArm; ((LivingEntityAccessor) shape).setSwimAmount(((LivingEntityAccessor) player).getSwimAmount()); ((LivingEntityAccessor) shape).setSwimAmountO(((LivingEntityAccessor) player).getSwimAmountO()); shape.setOnGround(CEntity.isOnGround(player)); shape.setDeltaMovement(player.getDeltaMovement());Someone from GeckoLib's server has said that it's an issue with Woodwalkers using DeltaMovement, as is the last line, saying that getDeltaMovement is usually set to 0 for the player, and that this is why it's not translating into the new model's movement/animations correctly when in multiplayerDoes anyone know what we would have to change this tracking to in order to make it work? Edited January 11Jan 11 by Miningbunny81
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