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 ModelSquid extends ModelBase { /** The squid's body */ ModelRenderer squidBody; /** The squid's tentacles */ ModelRenderer[] squidTentacles = new ModelRenderer[8]; public ModelSquid() { byte var1 = -16; this.squidBody = new ModelRenderer(this, 0, 0); this.squidBody.addBox(-6.0F, -8.0F, -6.0F, 12, 16, 12); this.squidBody.rotationPointY += (float)(24 + var1); for (int var2 = 0; var2 < this.squidTentacles.length; ++var2) { this.squidTentacles[var2] = new ModelRenderer(this, 48, 0); double var3 = (double)var2 * Math.PI * 2.0D / (double)this.squidTentacles.length; float var5 = (float)Math.cos(var3) * 5.0F; float var6 = (float)Math.sin(var3) * 5.0F; this.squidTentacles[var2].addBox(-1.0F, 0.0F, -1.0F, 2, 18, 2); this.squidTentacles[var2].rotationPointX = var5; this.squidTentacles[var2].rotationPointZ = var6; this.squidTentacles[var2].rotationPointY = (float)(31 + var1); var3 = (double)var2 * Math.PI * -2.0D / (double)this.squidTentacles.length + (Math.PI / 2D); this.squidTentacles[var2].rotateAngleY = (float)var3; } } /** * 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) { ModelRenderer[] var8 = this.squidTentacles; int var9 = var8.length; for (int var10 = 0; var10 < var9; ++var10) { ModelRenderer var11 = var8[var10]; var11.rotateAngleX = par3; } } /** * 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.squidBody.render(par7); for (int var8 = 0; var8 < this.squidTentacles.length; ++var8) { this.squidTentacles[var8].render(par7); } } }