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); }