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.util.MathHelper; @SideOnly(Side.CLIENT) public class ModelWitch extends ModelVillager { public boolean field_82900_g; private ModelRenderer field_82901_h = (new ModelRenderer(this)).setTextureSize(64, 128); private ModelRenderer witchHat; private static final String __OBFID = "CL_00000866"; public ModelWitch(float p_i1166_1_) { super(p_i1166_1_, 0.0F, 64, 128); this.field_82901_h.setRotationPoint(0.0F, -2.0F, 0.0F); this.field_82901_h.setTextureOffset(0, 0).addBox(0.0F, 3.0F, -6.75F, 1, 1, 1, -0.25F); this.villagerNose.addChild(this.field_82901_h); this.witchHat = (new ModelRenderer(this)).setTextureSize(64, 128); this.witchHat.setRotationPoint(-5.0F, -10.03125F, -5.0F); this.witchHat.setTextureOffset(0, 64).addBox(0.0F, 0.0F, 0.0F, 10, 2, 10); this.villagerHead.addChild(this.witchHat); ModelRenderer modelrenderer = (new ModelRenderer(this)).setTextureSize(64, 128); modelrenderer.setRotationPoint(1.75F, -4.0F, 2.0F); modelrenderer.setTextureOffset(0, 76).addBox(0.0F, 0.0F, 0.0F, 7, 4, 7); modelrenderer.rotateAngleX = -0.05235988F; modelrenderer.rotateAngleZ = 0.02617994F; this.witchHat.addChild(modelrenderer); ModelRenderer modelrenderer1 = (new ModelRenderer(this)).setTextureSize(64, 128); modelrenderer1.setRotationPoint(1.75F, -4.0F, 2.0F); modelrenderer1.setTextureOffset(0, 87).addBox(0.0F, 0.0F, 0.0F, 4, 4, 4); modelrenderer1.rotateAngleX = -0.10471976F; modelrenderer1.rotateAngleZ = 0.05235988F; modelrenderer.addChild(modelrenderer1); ModelRenderer modelrenderer2 = (new ModelRenderer(this)).setTextureSize(64, 128); modelrenderer2.setRotationPoint(1.75F, -2.0F, 2.0F); modelrenderer2.setTextureOffset(0, 95).addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.25F); modelrenderer2.rotateAngleX = -0.20943952F; modelrenderer2.rotateAngleZ = 0.10471976F; modelrenderer1.addChild(modelrenderer2); } /** * 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.villagerNose.offsetX = this.villagerNose.offsetY = this.villagerNose.offsetZ = 0.0F; float f6 = 0.01F * (float)(p_78087_7_.getEntityId() % 10); this.villagerNose.rotateAngleX = MathHelper.sin((float)p_78087_7_.ticksExisted * f6) * 4.5F * (float)Math.PI / 180.0F; this.villagerNose.rotateAngleY = 0.0F; this.villagerNose.rotateAngleZ = MathHelper.cos((float)p_78087_7_.ticksExisted * f6) * 2.5F * (float)Math.PI / 180.0F; if (this.field_82900_g) { this.villagerNose.rotateAngleX = -0.9F; this.villagerNose.offsetZ = -0.09375F; this.villagerNose.offsetY = 0.1875F; } } }