Remove internal phase comments and format code
Strip all Phase references, TODO/FUTURE roadmap notes, and internal planning comments from the codebase. Run Prettier for consistent formatting across all Java files.
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@@ -1,10 +1,10 @@
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package com.tiedup.remake.mixin.client;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.state.HumanChairHelper;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.v2.BodyRegionV2;
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import net.minecraft.client.Camera;
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import net.minecraft.world.entity.Entity;
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import net.minecraft.world.entity.player.Player;
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@@ -1,11 +1,11 @@
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package com.tiedup.remake.mixin.client;
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import com.tiedup.remake.client.animation.render.DogPoseRenderHandler;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.client.animation.util.DogPoseHelper;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.v2.BodyRegionV2;
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import net.minecraft.client.model.PlayerModel;
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import net.minecraft.client.player.AbstractClientPlayer;
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import net.minecraft.world.entity.LivingEntity;
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@@ -6,9 +6,9 @@ import com.tiedup.remake.client.animation.util.AnimationIdBuilder;
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import com.tiedup.remake.compat.mca.MCACompat;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.state.IBondageState;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
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import com.tiedup.remake.state.IBondageState;
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import dev.kosmx.playerAnim.impl.IAnimatedPlayer;
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import dev.kosmx.playerAnim.impl.animation.AnimationApplier;
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import java.util.UUID;
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@@ -85,8 +85,14 @@ public class MixinVillagerEntityBaseModelMCA<T extends LivingEntity> {
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}
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// Derive bound state from V2 regions, fallback to V1 bind mode NBT
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boolean armsBound = V2EquipmentHelper.isRegionOccupied(villager, BodyRegionV2.ARMS);
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boolean legsBound = V2EquipmentHelper.isRegionOccupied(villager, BodyRegionV2.LEGS);
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boolean armsBound = V2EquipmentHelper.isRegionOccupied(
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villager,
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BodyRegionV2.ARMS
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);
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boolean legsBound = V2EquipmentHelper.isRegionOccupied(
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villager,
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BodyRegionV2.LEGS
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);
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if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
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armsBound = ItemBind.hasArmsBound(bind);
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@@ -186,7 +192,12 @@ public class MixinVillagerEntityBaseModelMCA<T extends LivingEntity> {
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}
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} else {
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// Fallback: entity doesn't support PlayerAnimator, use static poses
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StaticPoseApplier.applyStaticPose(model, poseType, armsBound, legsBound);
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StaticPoseApplier.applyStaticPose(
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model,
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poseType,
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armsBound,
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legsBound
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);
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}
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// Hide arms for WRAP/LATEX_SACK poses (like DamselModel does)
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@@ -86,9 +86,7 @@ public abstract class MixinVillagerEntityMCAAnimated
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}
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}
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// ========================================
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// IAnimatedPlayer Implementation
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// ========================================
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@Override
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public AnimationStack getAnimationStack() {
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