Slightly better light for cloaks
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@@ -50,7 +50,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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}
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}
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public void render(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int i,
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public void render(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int light,
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PlayerEntityRenderState playerEntityRenderState, float f, float g) {
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if (!playerEntityRenderState.invisible && playerEntityRenderState.capeVisible) {
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SkinTextures skinTextures = playerEntityRenderState.skinTextures;
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@@ -71,11 +71,23 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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matrixStack.translate(0.0F, -0.053125F, 0.06875F);
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}
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int minBrightness = 7;
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int blockLight = (light >> 4) & 0xF;
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int skyLight = (light >> 20) & 0xF;
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// Clamp to minimum
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blockLight = Math.max(blockLight, minBrightness);
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skyLight = Math.max(skyLight, minBrightness);
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// Repack
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light = (skyLight << 20) | (blockLight << 4);
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VertexConsumer vertexConsumer = vertexConsumerProvider
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.getBuffer(RenderLayer.getEntityAlpha(customCape));
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.getBuffer(RenderLayer.getEntitySolid(customCape));
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((PlayerEntityModel) this.getContextModel()).copyTransforms(this.model);
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this.model.setAngles(playerEntityRenderState);
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this.model.render(matrixStack, vertexConsumer, 0xF000F0, OverlayTexture.DEFAULT_UV);
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this.model.render(matrixStack, vertexConsumer, light, OverlayTexture.DEFAULT_UV);
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matrixStack.pop();
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}
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}
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