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 var8 = MathHelper.sin(this.onGround * (float)Math.PI); float var9 = 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 - var8 * 0.6F); this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F; this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F); this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F); this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F; this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 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; } }