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 ModelLeashKnot extends ModelBase { public ModelRenderer field_110723_a; private static final String __OBFID = "CL_00000843"; public ModelLeashKnot() { this(0, 0, 32, 32); } public ModelLeashKnot(int p_i1150_1_, int p_i1150_2_, int p_i1150_3_, int p_i1150_4_) { this.textureWidth = p_i1150_3_; this.textureHeight = p_i1150_4_; this.field_110723_a = new ModelRenderer(this, p_i1150_1_, p_i1150_2_); this.field_110723_a.addBox(-3.0F, -6.0F, -3.0F, 6, 8, 6, 0.0F); this.field_110723_a.setRotationPoint(0.0F, 0.0F, 0.0F); } /** * Sets the models various rotation angles then renders the model. */ public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_) { this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_); this.field_110723_a.render(p_78088_7_); } /** * 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 p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_) { super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, p_78087_7_); this.field_110723_a.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI); this.field_110723_a.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI); } }