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); } }