GL11.glEnable(2884);
}
if(this.hasHair) {
GL11.glDisable(2884);
HumanoidModel var10 = null;
(var10 = (HumanoidModel)var9).headwear.yaw = var10.head.yaw;
var10.headwear.pitch = var10.head.pitch;
var10.headwear.render(var7);
GL11.glEnable(2884);
}
if(this.armor || this.helmet) {
GL11.glBindTexture(3553, var1.load("/armor/plate.png"));
GL11.glDisable(2884);
HumanoidModel var8;
(var8 = (HumanoidModel)modelCache.getModel("humanoid.armor")).head.render = this.helmet;
var8.body.render = this.armor;
var8.rightArm.render = this.armor;
var8.leftArm.render = this.armor;
var8.rightLeg.render = false;
var8.leftLeg.render = false;
HumanoidModel var11 = (HumanoidModel)var9;
var8.head.yaw = var11.head.yaw;
var8.head.pitch = var11.head.pitch;
var8.rightArm.pitch = var11.rightArm.pitch;
var8.rightArm.roll = var11.rightArm.roll;
var8.leftArm.pitch = var11.leftArm.pitch;