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More accurate player head layers (#353)
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8faa067634
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@ -83,19 +83,21 @@ public void update(File storageFolder, File fallback) {
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}
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public BufferedImage createHead(BufferedImage skinTexture) {
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BufferedImage head = new BufferedImage(8, 8, skinTexture.getType());
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BufferedImage head;
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BufferedImage layer1 = skinTexture.getSubimage(8, 8, 8, 8);
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BufferedImage layer2 = skinTexture.getSubimage(40, 8, 8, 8);
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try {
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head = new BufferedImage(48, 48, BufferedImage.TYPE_INT_ARGB);
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Graphics2D g = head.createGraphics();
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g.drawImage(layer1, 0, 0, null);
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g.drawImage(layer2, 0, 0, null);
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g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR);
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g.drawImage(layer1, 4, 4, 40, 40, null);
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g.drawImage(layer2, 0, 0, 48, 48, null);
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} catch (Throwable t) { // There might be problems with headless servers when loading the graphics class, so we catch every exception and error on purpose here
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Logger.global.noFloodWarning("headless-graphics-fail",
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"Could not access Graphics2D to render player-skin texture. Try adding '-Djava.awt.headless=true' to your startup flags or ignore this warning.");
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head = new BufferedImage(8, 8, skinTexture.getType());
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layer1.copyData(head.getRaster());
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}
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