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 ModelZombieVillager extends ModelBiped
{
private static final String __OBFID = "CL_00000865";
public ModelZombieVillager()
{
this(0.0F, 0.0F, false);
}
public ModelZombieVillager(float p_i1165_1_, float p_i1165_2_, boolean p_i1165_3_)
{
super(p_i1165_1_, 0.0F, 64, p_i1165_3_ ? 32 : 64);
if (p_i1165_3_)
{
this.bipedHead = new ModelRenderer(this, 0, 0);
this.bipedHead.addBox(-4.0F, -10.0F, -4.0F, 8, 6, 8, p_i1165_1_);
this.bipedHead.setRotationPoint(0.0F, 0.0F + p_i1165_2_, 0.0F);
}
else
{
this.bipedHead = new ModelRenderer(this);
this.bipedHead.setRotationPoint(0.0F, 0.0F + p_i1165_2_, 0.0F);
this.bipedHead.setTextureOffset(0, 32).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, p_i1165_1_);
this.bipedHead.setTextureOffset(24, 32).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, p_i1165_1_);
}
}
public int func_82897_a()
{
return 10;
}
/**
* 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_);
float f6 = MathHelper.sin(this.swingProgress * (float)Math.PI);
float f7 = MathHelper.sin((1.0F - (1.0F - this.swingProgress) * (1.0F - this.swingProgress)) * (float)Math.PI);
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightArm.rotateAngleY = -(0.1F - f6 * 0.6F);
this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F;
this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedRightArm.rotateAngleZ += MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
}
}