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Copy file name to clipboardExpand all lines: src/content/docs/client/audio.md
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title: "Audio"
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description: "Sound system in LCEMP."
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description: "Sound system in LCE."
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LCEMP's audio system is built on the Miles Sound System (MSS) library, wrapped in a two-class hierarchy. `ConsoleSoundEngine` defines the platform interface, and `SoundEngine` provides the shared implementation. The system handles positional 3D audio, background music streaming, and UI sound effects.
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LCE's audio system is built on the Miles Sound System (MSS) library, wrapped in a two-class hierarchy. `ConsoleSoundEngine` defines the platform interface, and `SoundEngine` provides the shared implementation. The system handles positional 3D audio, background music streaming, and UI sound effects.
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## Architecture
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## MinecraftConsoles differences
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MinecraftConsoles adds a large batch of new sound types to `SoundTypes.h`. These cover mobs and features that don't exist in LCEMP:
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MinecraftConsoles adds a large batch of new sound types to `SoundTypes.h`. These cover mobs and features that don't exist in LCE:
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### Firework sounds
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### Mob step/ambient sounds
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A bunch of mob step sounds are added that LCEMP was missing:
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A bunch of mob step sounds are added that LCE was missing:
Copy file name to clipboardExpand all lines: src/content/docs/client/input.md
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title: "Input System"
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description: "How LCEMP handles keyboard, mouse, and controller input."
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description: "How LCE handles keyboard, mouse, and controller input."
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---
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LCEMP supports three input methods: gamepad controllers (the main one for all console platforms), keyboard/mouse (Windows 64-bit port), and touch (PS Vita). The input system is spread across several classes that abstract platform differences and feed into the game's action system.
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LCE supports three input methods: gamepad controllers (the main one for all console platforms), keyboard/mouse (Windows 64-bit port), and touch (PS Vita). The input system is spread across several classes that abstract platform differences and feed into the game's action system.
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## Input class hierarchy
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MinecraftConsoles has a small addition to the controller input system:
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-**`ACTION_MENU_QUICK_MOVE`** is added to the `EControllerActions` enum. This provides a dedicated controller action for quick-moving items between inventories (like shift-clicking on PC). LCEMP doesn't have this as a separate action.
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-**`ACTION_MENU_QUICK_MOVE`** is added to the `EControllerActions` enum. This provides a dedicated controller action for quick-moving items between inventories (like shift-clicking on PC). LCE doesn't have this as a separate action.
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The `4J_Input.h` abstraction layer exists in both codebases as platform-specific headers under each platform's `4JLibs/inc/` directory (Orbis, Xbox, Durango, PS3, PSVita). The input architecture is otherwise the same between the two versions.
Copy file name to clipboardExpand all lines: src/content/docs/client/models.md
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title: "Models"
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description: "3D model definitions for entities in LCEMP."
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description: "3D model definitions for entities in LCE."
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---
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LCEMP uses a hierarchical box-based model system to define the geometry of all entities. Models are built from `ModelPart` nodes, each containing one or more `Cube` primitives. These are arranged in parent-child trees that allow jointed animation.
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LCE uses a hierarchical box-based model system to define the geometry of all entities. Models are built from `ModelPart` nodes, each containing one or more `Cube` primitives. These are arranged in parent-child trees that allow jointed animation.
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## Core classes
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## MinecraftConsoles differences
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MinecraftConsoles adds several new model classes that don't exist in LCEMP:
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MinecraftConsoles adds several new model classes that don't exist in LCE:
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### New mob models
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|`ModelHorse`| Horses | One of the most complex models in the game. Has head, upper/lower mouth, two ears, mule ears, neck, mane, body, three-segment tail, four multi-joint legs (each with 3 parts: A/B/C), saddle bags, and a full saddle assembly with stirrups and mouth lines. |
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|`WitchModel`| Witches | Extends `VillagerModel` with a mole and hat. Has a `holdingItem` flag for the potion-drinking animation. |
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|`WitherBossModel`| Wither boss | Body parts array and heads array. Has `prepareMobModel` for invulnerability animation. |
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|`OcelotModel`| Ocelots/cats | Dedicated model with 4 animation states: sneak, walk, sprint, and sitting. Much more detailed than the generic version in LCEMP. |
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|`OcelotModel`| Ocelots/cats | Dedicated model with 4 animation states: sneak, walk, sprint, and sitting. Much more detailed than the generic version in LCE. |
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|`SkiModel`| Player ski attachment | A 4J-added cosmetic model for DLC skins. Has left/right ski variants. |
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|`LeashKnotModel`| Leash fence knots | Simple model for the leash attachment point on fences. |
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### Model rendering changes
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The `render()` method signature across models gains a `bool usecompiled` parameter in MinecraftConsoles. LCEMP already has this, but the entity parameter type changes from raw `Entity` references to `shared_ptr<Entity>` in some models, and `LivingEntity` is used more consistently for mob-specific methods like `prepareMobModel`.
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The `render()` method signature across models gains a `bool usecompiled` parameter in MinecraftConsoles. LCE already has this, but the entity parameter type changes from raw `Entity` references to `shared_ptr<Entity>` in some models, and `LivingEntity` is used more consistently for mob-specific methods like `prepareMobModel`.
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## MinecraftConsoles differences
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MinecraftConsoles is a later version of the codebase (roughly TU19/1.6.4 era vs LCEMP's TU9/1.2.2 base). Here are the big structural differences at the module level:
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MinecraftConsoles is a later version of the codebase (roughly TU19/1.6.4 era vs LCE's TU9/1.2.2 base). Here are the big structural differences at the module level:
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-**`LivingEntityRenderer`** is a new intermediate class between `EntityRenderer` and `MobRenderer`. It pulls mob rendering logic (armor overlays, name tags, body rotation, arrow rendering) into its own layer.
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-**`ResourceLocation`** is added as a proper type for texture paths, replacing raw string lookups. There's also a `TextureAtlas` class with `LOCATION_BLOCKS` and `LOCATION_ITEMS` static fields.
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-**`BossMobGuiInfo`** tracks boss health bar state (health progress, display ticks, name, darken-world flag). LCEMP doesn't have the Wither boss so there's no boss health bar system.
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-**`BossMobGuiInfo`** tracks boss health bar state (health progress, display ticks, name, darken-world flag). LCE doesn't have the Wither boss so there's no boss health bar system.
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-**New UI scene interfaces** are added: `IUIScene_HUD`, `IUIScene_BeaconMenu`, `IUIScene_CommandBlockMenu`, `IUIScene_FireworksMenu`, `IUIScene_HopperMenu`, `IUIScene_HorseInventoryMenu`.
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-**`DLCCapeFile`** and **`DLCFile`** are new DLC file types for cape content.
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-**`DurangoTelemetry`** adds Xbox One specific telemetry.
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-**`UISplitScreenHelpers`** has split-screen utility functions not present in LCEMP.
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-**`UISplitScreenHelpers`** has split-screen utility functions not present in LCE.
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-**`ChunkRebuildData`** is a separate class for chunk rebuild tracking instead of being inlined in `LevelRenderer`.
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- The **`gdraw` graphics layer** is much bigger. LCEMP only has `gdraw_metal.h` (macOS port), while MinecraftConsoles has the original multi-platform set: `gdraw_d3d.h`, `gdraw_d3d10.h`, `gdraw_d3d11.h`, `gdraw_orbis.h`, `gdraw_ps3gcm.h`, `gdraw_psp2.h`, `gdraw_wgl.h`, plus the generic `gdraw.h`.
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- The **`gdraw` graphics layer** is much bigger. LCE only has `gdraw_metal.h` (macOS port), while MinecraftConsoles has the original multi-platform set: `gdraw_d3d.h`, `gdraw_d3d10.h`, `gdraw_d3d11.h`, `gdraw_orbis.h`, `gdraw_ps3gcm.h`, `gdraw_psp2.h`, `gdraw_wgl.h`, plus the generic `gdraw.h`.
Copy file name to clipboardExpand all lines: src/content/docs/client/particles.md
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title: "Particles"
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description: "Particle system in LCEMP."
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description: "Particle system in LCE."
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The LCEMP particle system renders visual effects like smoke, flames, block breaking debris, and spell effects. `ParticleEngine` manages it all, and it's built on the `Particle` base class, which extends `Entity` from `Minecraft.World`.
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The LCE particle system renders visual effects like smoke, flames, block breaking debris, and spell effects. `ParticleEngine` manages it all, and it's built on the `Particle` base class, which extends `Entity` from `Minecraft.World`.
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title: "Rendering Pipeline"
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description: "How LCEMP renders the game world."
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description: "How LCE renders the game world."
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The LCEMP rendering pipeline turns the game world into pixels through several systems working together. `GameRenderer` runs each frame, `LevelRenderer` manages chunk geometry, `EntityRenderDispatcher` routes entity drawing, `TileRenderer` builds block face geometry, and `Tesselator` is the low-level vertex buffer that everything feeds into.
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The LCE rendering pipeline turns the game world into pixels through several systems working together. `GameRenderer` runs each frame, `LevelRenderer` manages chunk geometry, `EntityRenderDispatcher` routes entity drawing, `TileRenderer` builds block face geometry, and `Tesselator` is the low-level vertex buffer that everything feeds into.
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## Frame rendering flow
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## MinecraftConsoles differences
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MinecraftConsoles has a bunch of additions to the rendering pipeline compared to LCEMP:
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MinecraftConsoles has a bunch of additions to the rendering pipeline compared to LCE:
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### New entity renderers
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| Class | Entity | Notes |
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|`BatRenderer`| Bats | New mob added in 1.4 |
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|`CaveSpiderRenderer`| Cave spiders | Gets its own renderer (extends `SpiderRenderer`) with a separate texture and a smaller scale. In LCEMP, `SpiderRenderer` handles both. |
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|`CaveSpiderRenderer`| Cave spiders | Gets its own renderer (extends `SpiderRenderer`) with a separate texture and a smaller scale. In LCE, `SpiderRenderer` handles both. |
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|`HorseRenderer`| Horses | Full horse renderer with layered texture caching for markings, armor overlays, and variant types (horse, donkey, mule, zombie, skeleton) |
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|`OcelotRenderer`| Ocelots/cats | Gets a dedicated renderer class. In LCEMP this was handled by the generic `OzelotRenderer` (note the spelling change too, `Ozelot` to `Ocelot`). |
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|`SkeletonRenderer`| Skeletons | Separated into its own class (extends `HumanoidMobRenderer`) with texture switching between normal and wither skeleton. In LCEMP, `HumanoidMobRenderer` handles both directly. |
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|`OcelotRenderer`| Ocelots/cats | Gets a dedicated renderer class. In LCE this was handled by the generic `OzelotRenderer` (note the spelling change too, `Ozelot` to `Ocelot`). |
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|`SkeletonRenderer`| Skeletons | Separated into its own class (extends `HumanoidMobRenderer`) with texture switching between normal and wither skeleton. In LCE, `HumanoidMobRenderer` handles both directly. |
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|`WitchRenderer` / `WitchModel`| Witches | Completely new mob. |
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|`WitherBossRenderer`| Wither boss | New boss mob with invulnerability texture, armor overlay, and scaling. |
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### Renderer base class
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`LivingEntityRenderer` is inserted as a new base class between `EntityRenderer` and `MobRenderer`. It handles the common mob rendering pipeline: model rendering, positioning, rotations, attack animations, armor layers, name tags, and arrow-stuck-in-entity rendering. This is stuff that was previously jammed directly into `MobRenderer` in LCEMP.
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`LivingEntityRenderer` is inserted as a new base class between `EntityRenderer` and `MobRenderer`. It handles the common mob rendering pipeline: model rendering, positioning, rotations, attack animations, armor layers, name tags, and arrow-stuck-in-entity rendering. This is stuff that was previously jammed directly into `MobRenderer` in LCE.
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title: "Screens & GUI"
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description: "GUI screen system in LCEMP."
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description: "GUI screen system in LCE."
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LCEMP has two GUI layers: the legacy Java-style `Screen` system (used for basic menus) and the console-native `UIScene` system (in `Common/UI/`) for the actual in-game console UI. Both systems exist side by side, with the console UI handling most player-facing menus.
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LCE has two GUI layers: the legacy Java-style `Screen` system (used for basic menus) and the console-native `UIScene` system (in `Common/UI/`) for the actual in-game console UI. Both systems exist side by side, with the console UI handling most player-facing menus.
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## Legacy Screen system
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MinecraftConsoles adds a bunch of new screens and UI scenes for features that don't exist in LCE:
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### New UIScene classes
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title: "Settings"
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description: "Game settings and options in LCEMP."
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description: "Game settings and options in LCE."
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LCEMP manages settings at two levels. The `Options` class handles legacy Java-style game options (graphics, controls, keybindings), while the `CMinecraftApp` game settings system manages console-specific per-player profile settings. The `Settings` class provides a simple key-value property store for server configuration.
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LCE manages settings at two levels. The `Options` class handles legacy Java-style game options (graphics, controls, keybindings), while the `CMinecraftApp` game settings system manages console-specific per-player profile settings. The `Settings` class provides a simple key-value property store for server configuration.
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### New game settings
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-**`eGameSetting_FOV`** is added for per-player field of view. Same deal, LCEMP only has this in `Options`.
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-**`eGameSetting_Fullscreen`** is removed (it was a Windows 64-bit only setting in LCEMP).
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-**`eGameSetting_RenderDistance`** is added for per-player render distance control. LCE handles render distance only through the `Options` class.
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-**`eGameSetting_FOV`** is added for per-player field of view. Same deal, LCE only has this in `Options`.
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-**`eGameSetting_Fullscreen`** is removed (it was a Windows 64-bit only setting in LCE).
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description: "Texture loading and resource management in LCEMP."
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description: "Texture loading and resource management in LCE."
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LCEMP manages textures through several systems working together. `Textures` handles loading and binding, `TextureManager` provides a name-to-ID registry, `TexturePackRepository` manages texture pack selection, and a hierarchy of `TexturePack` implementations abstracts where resources come from.
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LCE manages textures through several systems working together. `Textures` handles loading and binding, `TextureManager` provides a name-to-ID registry, `TexturePackRepository` manages texture pack selection, and a hierarchy of `TexturePack` implementations abstracts where resources come from.
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The `TEXTURE_NAME` enum gains a lot of new entries for mobs that don't exist in LCE:
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