package net.smart.render;
import net.minecraft.client.model.*;
import net.minecraft.entity.*;
public interface IModelPlayer
{
SmartRenderModel getRenderModel();
void initialize(ModelRenderer bipedBody, ModelRenderer bipedCloak, ModelRenderer bipedHead, ModelRenderer bipedEars, ModelRenderer bipedHeadwear, ModelRenderer bipedRightArm, ModelRenderer bipedLeftArm, ModelRenderer bipedRightLeg, ModelRenderer bipedLeftLeg);
void superRender(Entity entity, float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void superSetRotationAngles(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor, Entity entity);
void superRenderCloak(float f);
ModelRenderer getOuter();
ModelRenderer getTorso();
ModelRenderer getBody();
ModelRenderer getBreast();
ModelRenderer getNeck();
ModelRenderer getHead();
ModelRenderer getHeadwear();
ModelRenderer getRightShoulder();
ModelRenderer getRightArm();
ModelRenderer getLeftShoulder();
ModelRenderer getLeftArm();
ModelRenderer getPelvic();
ModelRenderer getRightLeg();
ModelRenderer getLeftLeg();
ModelRenderer getEars();
ModelRenderer getCloak();
void animateHeadRotation(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateSleeping(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateArmSwinging(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateRiding(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateLeftArmItemHolding(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateRightArmItemHolding(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateWorkingBody(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateWorkingArms(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateSneaking(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateArms(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
void animateBowAiming(float totalHorizontalDistance, float currentHorizontalSpeed, float totalTime, float viewHorizontalAngelOffset, float viewVerticalAngelOffset, float factor);
}