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.EntityLivingBase; import net.minecraft.entity.passive.EntitySheep; @SideOnly(Side.CLIENT) public class ModelSheep1 extends ModelQuadruped { private float headRotationAngleX; private static final String __OBFID = "CL_00000852"; public ModelSheep1() { super(12, 0.0F); this.head = new ModelRenderer(this, 0, 0); this.head.addBox(-3.0F, -4.0F, -4.0F, 6, 6, 6, 0.6F); this.head.setRotationPoint(0.0F, 6.0F, -8.0F); this.body = new ModelRenderer(this, 28, 8); this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 1.75F); this.body.setRotationPoint(0.0F, 5.0F, 2.0F); float f = 0.5F; this.leg1 = new ModelRenderer(this, 0, 16); this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f); this.leg1.setRotationPoint(-3.0F, 12.0F, 7.0F); this.leg2 = new ModelRenderer(this, 0, 16); this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f); this.leg2.setRotationPoint(3.0F, 12.0F, 7.0F); this.leg3 = new ModelRenderer(this, 0, 16); this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f); this.leg3.setRotationPoint(-3.0F, 12.0F, -5.0F); this.leg4 = new ModelRenderer(this, 0, 16); this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f); this.leg4.setRotationPoint(3.0F, 12.0F, -5.0F); } /** * 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(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_) { super.setLivingAnimations(p_78086_1_, p_78086_2_, p_78086_3_, p_78086_4_); this.head.rotationPointY = 6.0F + ((EntitySheep)p_78086_1_).getHeadRotationPointY(p_78086_4_) * 9.0F; this.headRotationAngleX = ((EntitySheep)p_78086_1_).getHeadRotationAngleX(p_78086_4_); } /** * 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.head.rotateAngleX = this.headRotationAngleX; } }