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_); } }