Closed boomboompower closed 7 years ago
https://github.com/boomboompower/SkinChanger/commit/febc168f14c70315d2d2a4d4e51a74c58b88c22a adds a custom cape render to the FakePlayer. It uses reflection to swap the original cape layer with our modified one.
I originally wanted to use a CoreMod
Reformatted 25/03/2020
Around 2 years later I'd like to update this. v3.0.0 will not use a custom layer for its FakePlayer model as the layer relies heavily on reflection. v3.0.0 changes the rendering code of the FakePlayer to simulate player movement and therefore cause the cape to move.
This was changed in https://github.com/boomboompower/SkinChanger/commit/87f22b9b0f141754ef5048ca665e80d0e1a08a2f - Link to diff
Therefore I will mark this as resolved.
FakePlayer renderer became cosmetic https://github.com/boomboompower/SkinChanger/commit/c621f20167d4b82ccfbb279c4e362d66e060cc8b
We should stop the player model being static for cape rendering (the cape should move)
Movement for capes looks bugged due to the CapeLayer interfering with the custom entity.
There has also been a few occasions where I've seen the fakeplayers name show rendering. Not really something which I'd like in production