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Make some IModel fields static
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@ -97,9 +97,6 @@ namespace ClassicalSharp.Model {
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protected override void RenderParts(Entity p) {
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HumanoidModel human = (HumanoidModel)game.ModelCache.Models[0].Instance;
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human.cols = cols;
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human.cosHead = cosHead; human.sinHead = sinHead;
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human.uScale = uScale; human.vScale = vScale;
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vertices = human.vertices;
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DrawRotate(-p.HeadXRadians, 0, 0, human.Set.Head, true);
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@ -137,9 +134,6 @@ namespace ClassicalSharp.Model {
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protected override void RenderParts(Entity p) {
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HumanoidModel human = (HumanoidModel)game.ModelCache.Models[0].Instance;
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human.cols = cols;
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human.cosHead = cosHead; human.sinHead = sinHead;
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human.uScale = uScale; human.vScale = vScale;
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vertices = human.vertices;
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SkinType skinType = p.SkinType;
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@ -74,8 +74,9 @@ namespace ClassicalSharp.Model {
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/// assuming that the model is not rotated at all.</summary>
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public abstract AABB PickingBounds { get; }
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protected internal float cosHead, sinHead;
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protected internal float uScale, vScale;
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protected static float cosHead, sinHead;
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protected static float uScale, vScale;
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protected static int[] cols = new int[6];
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/// <summary> Returns whether the model should be rendered based on the given entity's position. </summary>
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public static bool ShouldRender(Entity p, FrustumCulling culling) {
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@ -158,7 +159,6 @@ namespace ClassicalSharp.Model {
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return p.TransformMatrix(p.ModelScale, pos);
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}
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protected internal int[] cols = new int[6];
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protected internal ModelVertex[] vertices;
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protected internal int index, texIndex;
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