Added Rose Types + jeb_ Easter egg
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@@ -210,7 +210,16 @@ void IUIScene_CreativeMenu::staticCtor()
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ITEM_AUX(Tile::tallgrass_Id, TallGrass::FERN)
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ITEM(Tile::deadBush_Id)
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ITEM(Tile::flower_Id)
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ITEM(Tile::rose_Id)
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ITEM_AUX(Tile::rose_Id, 0)
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ITEM_AUX(Tile::rose_Id, Rose::BLUE_ORCHID)
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ITEM_AUX(Tile::rose_Id, Rose::ALLIUM)
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ITEM_AUX(Tile::rose_Id, Rose::AZURE_BLUET)
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ITEM_AUX(Tile::rose_Id, Rose::RED_TULIP)
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ITEM_AUX(Tile::rose_Id, Rose::ORANGE_TULIP)
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ITEM_AUX(Tile::rose_Id, Rose::WHITE_TULIP)
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ITEM_AUX(Tile::rose_Id, Rose::PINK_TULIP)
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ITEM_AUX(Tile::rose_Id, Rose::OXEYE_DAISY)
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ITEM(Tile::mushroom_brown_Id)
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ITEM(Tile::mushroom_red_Id)
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ITEM(Tile::cactus_Id)
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@@ -1018,13 +1018,13 @@ void PreStitchedTextureMap::loadUVs()
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ADD_ICON(21, 9, L"stone_diorite");
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ADD_ICON(21, 10, L"stone_diorite_smooth");
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ADD_ICON(22, 1, L"flower_blue_orchid");
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ADD_ICON(22, 2, L"flower_allium");
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ADD_ICON(22, 3, L"flower_houstonia");
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ADD_ICON(22, 4, L"flower_tulip_red");
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ADD_ICON(22, 5, L"flower_tulip_orange");
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ADD_ICON(22, 6, L"flower_tulip_white");
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ADD_ICON(22, 7, L"flower_tulip_pink");
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ADD_ICON(22, 8, L"flower_oxeye_daisy");
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ADD_ICON(22, 0, L"flower_blue_orchid");
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ADD_ICON(22, 1, L"flower_allium");
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ADD_ICON(22, 2, L"flower_houstonia");
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ADD_ICON(22, 3, L"flower_tulip_red");
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ADD_ICON(22, 4, L"flower_tulip_orange");
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ADD_ICON(22, 5, L"flower_tulip_white");
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ADD_ICON(22, 6, L"flower_tulip_pink");
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ADD_ICON(22, 7, L"flower_oxeye_daisy");
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}
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}
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@@ -2,6 +2,7 @@
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#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
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#include "SheepFurModel.h"
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#include "ModelPart.h"
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#include "../Minecraft.World/Sheep.cpp"
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SheepFurModel::SheepFurModel() : QuadrupedModel(12, 0)
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{
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@@ -48,6 +49,21 @@ void SheepFurModel::prepareMobModel(shared_ptr<LivingEntity> mob, float time, fl
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shared_ptr<Sheep> sheep = dynamic_pointer_cast<Sheep>(mob);
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head->y = 6 + sheep->getHeadEatPositionScale(a) * 9.0f;
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headXRot = sheep->getHeadEatAngleScale(a);
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wstring name = mob->getAName();
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if (name == L"jeb_")
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{
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int i1 = 25;
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int i = mob->tickCount / 25;
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int j = Sheep::COLOR_LENGTH;
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int k = i % j;
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int l = (i + 1) % j;
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float f = ((float)(mob->tickCount % 25) + time) / 25.0F;
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const float* afloat1 = Sheep::COLOR[k];
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const float* afloat2 = Sheep::COLOR[l];
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RenderManager.StateSetColour(afloat1[0] * (1.0F - f) + afloat2[0] * f, afloat1[1] * (1.0F - f) + afloat2[1] * f, afloat1[2] * (1.0F - f) + afloat2[2] * f, 1.0f);
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}
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}
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void SheepFurModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
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