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.monster.EntitySkeleton;
@SideOnly(Side.CLIENT)
public class ModelSkeleton extends ModelZombie
{
public ModelSkeleton()
{
this(0.0F);
}
public ModelSkeleton(float par1)
{
super(par1, 0.0F, 64, 32);
this.bipedRightArm = new ModelRenderer(this, 40, 16);
this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
this.bipedLeftArm = new ModelRenderer(this, 40, 16);
this.bipedLeftArm.mirror = true;
this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
this.bipedRightLeg = new ModelRenderer(this, 0, 16);
this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
this.bipedLeftLeg.mirror = true;
this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
}
/**
* 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)
{
this.aimedBow = ((EntitySkeleton)par1EntityLiving).getSkeletonType() == 1;
super.setLivingAnimations(par1EntityLiving, par2, par3, 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);
}
}