Fixed pivot
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@@ -208,23 +208,23 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
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// Outer Vertices (Offset by the specific joint thickness)
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Vec3d outerTopLeft = new Vec3d(x2, curY + thickYStart, curZ + thickZStart);
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Vec3d outerTopRight = new Vec3d(x1, curY + thickYStart, curZ + thickZStart);
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Vec3d outerBotLeft = new Vec3d(x2, nextY + thickYEnd, nextZ + thickZEnd);
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Vec3d outerBotRight = new Vec3d(x1, nextY + thickYEnd, nextZ + thickZEnd);
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Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
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Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
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Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
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Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
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// FRONT (Inner) - Changed winding/order to fix flipping
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this.renderCapeQuad(vertexConsumer, matrixStack,
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innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
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frontU1, frontV1 + (frontPartV * i), frontU2, frontV1 + (frontPartV * (i + 1)),
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light, overlay, 0, 0, -1, false);
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// BACK (Outer)
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// FRONT (facing camera)
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this.renderCapeQuad(vertexConsumer, matrixStack,
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outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
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backU1, backV1 + (backPartV * i), backU2, backV1 + (backPartV * (i + 1)),
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frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
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light, overlay, 0, 0, 1, false);
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// BACK (Facing player)
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this.renderCapeQuad(vertexConsumer, matrixStack,
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innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
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backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
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light, overlay, 0, 0, -1, false);
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// LEFT EDGE
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this.renderCapeQuad(vertexConsumer, matrixStack,
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innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
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@@ -300,7 +300,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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matrixStack.push();
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matrixStack.translate(0.0f, 0.0f, 0.19f);
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matrixStack.translate(0.0f, 0.0f, 0.12f);
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if (this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack, LayerType.HUMANOID)) {
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matrixStack.translate(0.0F, -0.053125F, 0.06875F);
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