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-sided Currently 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 multiplayer Does anyone know what we would have to change this tracking to in order to make it work?
By
Miningbunny81 · Posted 58 minutes ago 58 min
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