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 ModelSkeletonHead extends ModelBase { public ModelRenderer skeletonHead; private static final String __OBFID = "CL_00000856"; public ModelSkeletonHead() { this(0, 35, 64, 64); } public ModelSkeletonHead(int p_i1155_1_, int p_i1155_2_, int p_i1155_3_, int p_i1155_4_) { this.textureWidth = p_i1155_3_; this.textureHeight = p_i1155_4_; this.skeletonHead = new ModelRenderer(this, p_i1155_1_, p_i1155_2_); this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F); this.skeletonHead.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.skeletonHead.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.skeletonHead.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI); this.skeletonHead.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI); } }