Fixed cloak when swimming #5
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@@ -192,8 +192,10 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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float totalVHeight = frontV2 - frontV1;
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float partVHeight = totalVHeight / PARTS;
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float curveOffsetTop = (float) Math.pow((double) (PARTS - i) / PARTS, 2) * curveMagnitude;
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float curveOffsetBottom = (float) Math.pow((double) (PARTS - i - 1) / PARTS, 2)
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float curveOffsetTop = (float) Math.pow((double) (PARTS - i) / PARTS, 2) *
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curveMagnitude;
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float curveOffsetBottom = (float) Math.pow((double) (PARTS - i - 1) / PARTS,
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2)
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* curveMagnitude;
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// FRONT FACE
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@@ -301,7 +303,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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VertexConsumer vertexConsumer = vertexConsumerProvider
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.getBuffer(RenderLayer.getEntityAlpha(customCape));
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if (SaturnClientConfig.bendyCloaks.value) {
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if (!playerEntityRenderState.isSwimming && SaturnClientConfig.bendyCloaks.value) {
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float targetVelocity = ((6.0F
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+ playerEntityRenderState.field_53537 / 2.0F
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+ playerEntityRenderState.field_53536) * 0.02f);
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