entity state poses from the vanilla dump: sleeping/sitting/crouching/swimming/gliding, fox/cat/panda/parrot/bat/camel/sniffer poses with pose transforms, per-sub-model poses (baby pivots), armor-stand part poses and body pitch via rotation bindings, fish in water, beds, shoulder parrots, pose test scenes
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@@ -166,7 +166,7 @@ public class EntityBenchmark {
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false, null, false, variant(type), tint, 1.0,
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type.equals("villager") ? "farmer" : null, type.equals("villager") ? 2 : 0,
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null, false, false, false, null, null,
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false, 0, 0, 0, false, null, null, null, 0, false, null);
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false, 0, 0, 0, false, null, null, null, 0, false, null, null, null, null, null);
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}
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/** Vanilla DyeColor texture colours (white … black). */
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@@ -177,7 +177,7 @@ public class EntityBenchmark {
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return new EntityState("villager", x, 1, z, yaw, baby, 0.6, 1.95,
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false, null, false, type, 0, 1.0, prof, level,
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null, false, false, false, null, null,
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false, 0, 0, 0, false, null, null, null, 0, false, null);
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false, 0, 0, 0, false, null, null, null, 0, false, null, null, null, null, null);
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}
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/** {@code s} with wool tint, humanoid armor and collar dye replaced. */
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@@ -186,7 +186,7 @@ public class EntityBenchmark {
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s.player(), s.skinUrl(), s.slim(), s.variant(), tint, s.sizeScale(), s.profession(), s.villagerLevel(),
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s.markings(), s.saddle(), s.chest(), s.arms(), s.bodyEquip(), eq, s.invisible(), s.pitch(),
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s.bodyDye(), s.tint2(), s.passenger(), s.rightHand(), s.leftHand(), s.headItem(), collar, s.powered(),
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s.mouthItem());
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s.mouthItem(), s.pose(), s.partPoses(), s.shoulderLeft(), s.shoulderRight());
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}
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/** The variant the game always supplies (cow/pig/chicken have no texture without one). */
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@@ -204,7 +204,7 @@ public class EntityBenchmark {
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s.player(), s.skinUrl(), s.slim(), s.variant(), s.tint(), s.sizeScale(), s.profession(), s.villagerLevel(),
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s.markings(), s.saddle(), s.chest(), s.arms(), s.bodyEquip(), s.equipment(), s.invisible(), s.pitch(),
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s.bodyDye(), s.tint2(), s.passenger(), s.rightHand(), s.leftHand(), s.headItem(), s.collar(), true,
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s.mouthItem());
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s.mouthItem(), s.pose(), s.partPoses(), s.shoulderLeft(), s.shoulderRight());
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}
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/**
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