/******************************************************************************* * AbyssalCraft * Copyright (c) 2012 - 2017 Shinoow. * All rights reserved. This program and the accompanying materials * are made available under the terms of the GNU Lesser Public License v3 * which accompanies this distribution, and is available at * http://www.gnu.org/licenses/lgpl-3.0.txt * * Contributors: * Shinoow - implementation ******************************************************************************/ package com.shinoow.abyssalcraft.client.model.entity; import net.minecraft.client.model.ModelQuadruped; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import com.shinoow.abyssalcraft.common.entity.demon.EntityEvilSheep; @SideOnly(Side.CLIENT) public class ModelEvilSheep2 extends ModelQuadruped { private float headRotationAngleX; public ModelEvilSheep2() { super(12, 0.0F); head = new ModelRenderer(this, 0, 0); head.addBox(-3.0F, -4.0F, -6.0F, 6, 6, 8, 0.0F); head.setRotationPoint(0.0F, 6.0F, -8.0F); body = new ModelRenderer(this, 28, 8); body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 0.0F); body.setRotationPoint(0.0F, 5.0F, 2.0F); } /** * 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. */ @Override public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_, float partialTickTime) { super.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime); head.rotationPointY = 6.0F + ((EntityEvilSheep)entitylivingbaseIn).getHeadRotationPointY(partialTickTime) * 9.0F; headRotationAngleX = ((EntityEvilSheep)entitylivingbaseIn).getHeadRotationAngleX(partialTickTime); } /** * 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. */ @Override 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 entityIn) { super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn); head.rotateAngleX = headRotationAngleX; } }