package net.minecraft.client.model; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.entity.Entity; @SideOnly(Side.CLIENT) public class ModelSkeletonHead extends ModelBase { public ModelRenderer skeletonHead; public ModelSkeletonHead() { this(0, 35, 64, 64); } public ModelSkeletonHead(int par1, int par2, int par3, int par4) { this.textureWidth = par3; this.textureHeight = par4; this.skeletonHead = new ModelRenderer(this, par1, par2); this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F); this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F); } /** * 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); this.skeletonHead.render(par7); } /** * 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.skeletonHead.rotateAngleY = par4 / (180F / (float)Math.PI); this.skeletonHead.rotateAngleX = par5 / (180F / (float)Math.PI); } }