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.monster.EntitySkeleton;
@SideOnly(Side.CLIENT)
public class ModelSkeleton extends ModelZombie
{
private static final String __OBFID = "CL_00000857";
public ModelSkeleton()
{
this(0.0F);
}
public ModelSkeleton(float p_i1156_1_)
{
super(p_i1156_1_, 0.0F, 64, 32);
this.bipedRightArm = new ModelRenderer(this, 40, 16);
this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, p_i1156_1_);
this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
this.bipedLeftArm = new ModelRenderer(this, 40, 16);
this.bipedLeftArm.mirror = true;
this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, p_i1156_1_);
this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
this.bipedRightLeg = new ModelRenderer(this, 0, 16);
this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, p_i1156_1_);
this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
this.bipedLeftLeg.mirror = true;
this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, p_i1156_1_);
this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
}
/**
* 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_)
{
this.aimedBow = ((EntitySkeleton)p_78086_1_).getSkeletonType() == 1;
super.setLivingAnimations(p_78086_1_, p_78086_2_, p_78086_3_, 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_);
}
}