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.util.MathHelper;
@SideOnly(Side.CLIENT)
public class ModelZombieVillager extends ModelBiped
{
public ModelZombieVillager()
{
this(0.0F, 0.0F, false);
}
public ModelZombieVillager(float par1, float par2, boolean par3)
{
super(par1, 0.0F, 64, par3 ? 32 : 64);
if (par3)
{
this.bipedHead = new ModelRenderer(this, 0, 0);
this.bipedHead.addBox(-4.0F, -10.0F, -4.0F, 8, 6, 8, par1);
this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
}
else
{
this.bipedHead = new ModelRenderer(this);
this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
this.bipedHead.setTextureOffset(0, 32).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
this.bipedHead.setTextureOffset(24, 32).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1);
}
}
public int func_82897_a()
{
return 10;
}
/**
* 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);
float f6 = MathHelper.sin(this.onGround * (float)Math.PI);
float f7 = MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float)Math.PI);
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightArm.rotateAngleY = -(0.1F - f6 * 0.6F);
this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F;
this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
}
}