package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.passive.EntitySheep;
@SideOnly(Side.CLIENT)
public class ModelSheep2 extends ModelQuadruped
{
private float field_78153_i;
public ModelSheep2()
{
super(12, 0.0F);
this.head = new ModelRenderer(this, 0, 0);
this.head.addBox(-3.0F, -4.0F, -6.0F, 6, 6, 8, 0.0F);
this.head.setRotationPoint(0.0F, 6.0F, -8.0F);
this.body = new ModelRenderer(this, 28, 8);
this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 0.0F);
this.body.setRotationPoint(0.0F, 5.0F, 2.0F);
}
/**
* Used for easily adding entity-dependent animations. The second and third float params here are the same second
* and third as in the setRotationAngles method.
*/
public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
{
super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
this.head.rotationPointY = 6.0F + ((EntitySheep)par1EntityLiving).func_70894_j(par4) * 9.0F;
this.field_78153_i = ((EntitySheep)par1EntityLiving).func_70890_k(par4);
}
/**
* 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 par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
{
super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
this.head.rotateAngleX = this.field_78153_i;
}
}