Correctly hide/unhide skin overlay parts when rendering frost layer, fixes #261
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@@ -121,11 +121,26 @@ public class LayerFrost implements LayerRenderer<EntityLivingBase> {
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}
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GlStateManager.scale(scaleX, scaleY, 1);
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GlStateManager.matrixMode(GL11.GL_MODELVIEW);
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boolean headWearHidden = false;
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boolean bodyWearHidden = false;
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boolean leftArmWearHidden = false;
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boolean rightArmWearHidden = false;
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boolean leftLegWearHidden = false;
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boolean rightLegWearHidden = false;
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// Hides the hat layer for bipeds
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if(this.model instanceof ModelBiped) ((ModelBiped)this.model).bipedHeadwear.isHidden = true;
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if(this.model instanceof ModelBiped){
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headWearHidden = ((ModelBiped)this.model).bipedHeadwear.isHidden;
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((ModelBiped)this.model).bipedHeadwear.isHidden = true;
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}
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if(this.model instanceof ModelPlayer){
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bodyWearHidden = ((ModelPlayer)this.model).bipedBodyWear.isHidden;
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leftArmWearHidden = ((ModelPlayer)this.model).bipedLeftArmwear.isHidden;
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rightArmWearHidden = ((ModelPlayer)this.model).bipedRightArmwear.isHidden;
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leftLegWearHidden = ((ModelPlayer)this.model).bipedLeftLegwear.isHidden;
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rightLegWearHidden = ((ModelPlayer)this.model).bipedRightLegwear.isHidden;
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((ModelPlayer)this.model).bipedBodyWear.isHidden = true;
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((ModelPlayer)this.model).bipedLeftArmwear.isHidden = true;
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((ModelPlayer)this.model).bipedRightArmwear.isHidden = true;
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@@ -136,7 +151,15 @@ public class LayerFrost implements LayerRenderer<EntityLivingBase> {
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this.model.setLivingAnimations(entity, limbSwing, limbSwingAmount, partialTicks);
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this.model.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
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if(this.model instanceof ModelBiped) ((ModelBiped)this.model).bipedHeadwear.isHidden = false;
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if(this.model instanceof ModelBiped) ((ModelBiped)this.model).bipedHeadwear.isHidden = headWearHidden;
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if(this.model instanceof ModelPlayer){
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((ModelPlayer)this.model).bipedBodyWear.isHidden = bodyWearHidden;
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((ModelPlayer)this.model).bipedLeftArmwear.isHidden = leftArmWearHidden;
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((ModelPlayer)this.model).bipedRightArmwear.isHidden = rightArmWearHidden;
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((ModelPlayer)this.model).bipedLeftLegwear.isHidden = leftLegWearHidden;
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((ModelPlayer)this.model).bipedRightLegwear.isHidden = rightLegWearHidden;
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}
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// Undoes the texture scaling
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GlStateManager.matrixMode(GL11.GL_TEXTURE);
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