package net.minecraft.client.model; import net.minecraft.entity.Entity; public class ModelHumanoidHead extends ModelSkeletonHead { private final ModelRenderer head = new ModelRenderer(this, 32, 0); private static final String __OBFID = "CL_00002627"; public ModelHumanoidHead() { super(0, 0, 64, 64); this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.25F); this.head.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_) { super.render(p_78088_1_, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_); this.head.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.head.rotateAngleY = this.skeletonHead.rotateAngleY; this.head.rotateAngleX = this.skeletonHead.rotateAngleX; } }