package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
@SideOnly(Side.CLIENT)
public class ModelSkeletonHead extends ModelBase
{
public ModelRenderer skeletonHead;
private static final String __OBFID = "CL_00000856";
public ModelSkeletonHead()
{
this(0, 35, 64, 64);
}
public ModelSkeletonHead(int p_i1155_1_, int p_i1155_2_, int p_i1155_3_, int p_i1155_4_)
{
this.textureWidth = p_i1155_3_;
this.textureHeight = p_i1155_4_;
this.skeletonHead = new ModelRenderer(this, p_i1155_1_, p_i1155_2_);
this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F);
}
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_)
{
this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_);
this.skeletonHead.render(p_78088_7_);
}
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_)
{
super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, p_78087_7_);
this.skeletonHead.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
this.skeletonHead.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
}
}