+ (player.rotationPitch - player.prevRotationPitch) * partialTick;
float limbSwing = player.prevLimbSwingAmount
+ (player.limbSwingAmount - player.prevLimbSwingAmount) * partialTick;
float limbSwingMod = player.limbSwing - player.limbSwingAmount * (1.0F - partialTick);
//TPlayerStats stats = TPlayerStats.get(player);
ArmorExtended armor = ArmorProxyClient.armorExtended; //TODO: Do this for every player, not just the client
if (armor.inventory[1] != null) {
Item item = armor.inventory[1].getItem();
ModelBiped model = item.getArmorModel(player, armor.inventory[1], 4);
if (item instanceof IAccessoryModel) {