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.entity.EntityLivingBase; import net.minecraft.entity.passive.EntitySheep; @SideOnly(Side.CLIENT) public class ModelSheep2 extends ModelQuadruped { private float field_78153_i; private static final String __OBFID = "CL_00000853"; public ModelSheep2() { super(12, 0.0F); this.head = new ModelRenderer(this, 0, 0); this.head.addBox(-3.0F, -4.0F, -6.0F, 6, 6, 8, 0.0F); this.head.setRotationPoint(0.0F, 6.0F, -8.0F); this.body = new ModelRenderer(this, 28, 8); this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 0.0F); this.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. */ public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_) { super.setLivingAnimations(p_78086_1_, p_78086_2_, p_78086_3_, p_78086_4_); this.head.rotationPointY = 6.0F + ((EntitySheep)p_78086_1_).getHeadRotationPointY(p_78086_4_) * 9.0F; this.field_78153_i = ((EntitySheep)p_78086_1_).getHeadRotationAngleX(p_78086_4_); } /** * 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.rotateAngleX = this.field_78153_i; } }