package net.minecraft.client.model; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import java.util.Random; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class ModelGhast extends ModelBase { ModelRenderer body; ModelRenderer[] tentacles = new ModelRenderer[9]; public ModelGhast() { byte var1 = -16; this.body = new ModelRenderer(this, 0, 0); this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16); this.body.rotationPointY += (float)(24 + var1); Random var2 = new Random(1660L); for (int var3 = 0; var3 < this.tentacles.length; ++var3) { this.tentacles[var3] = new ModelRenderer(this, 0, 0); float var4 = (((float)(var3 % 3) - (float)(var3 / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F; float var5 = ((float)(var3 / 3) / 2.0F * 2.0F - 1.0F) * 5.0F; int var6 = var2.nextInt(7) + 8; this.tentacles[var3].addBox(-1.0F, 0.0F, -1.0F, 2, var6, 2); this.tentacles[var3].rotationPointX = var4; this.tentacles[var3].rotationPointZ = var5; this.tentacles[var3].rotationPointY = (float)(31 + var1); } } /** * 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) { for (int var8 = 0; var8 < this.tentacles.length; ++var8) { this.tentacles[var8].rotateAngleX = 0.2F * MathHelper.sin(par3 * 0.3F + (float)var8) + 0.4F; } } /** * Sets the models various rotation angles then renders the model. */ public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) { this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 0.6F, 0.0F); this.body.render(par7); ModelRenderer[] var8 = this.tentacles; int var9 = var8.length; for (int var10 = 0; var10 < var9; ++var10) { ModelRenderer var11 = var8[var10]; var11.render(par7); } GL11.glPopMatrix(); } }