package net.minecraft.client.model;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
public class ModelZombie extends ModelBiped
{
private static final String __OBFID = "CL_00000869";
public ModelZombie()
{
this(0.0F, false);
}
protected ModelZombie(float p_i1167_1_, float p_i1167_2_, int p_i1167_3_, int p_i1167_4_)
{
super(p_i1167_1_, p_i1167_2_, p_i1167_3_, p_i1167_4_);
}
public ModelZombie(float p_i1168_1_, boolean p_i1168_2_)
{
super(p_i1168_1_, 0.0F, 64, p_i1168_2_ ? 32 : 64);
}
/**
* 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 var8 = MathHelper.sin(this.swingProgress * (float)Math.PI);
float var9 = 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 - var8 * 0.6F);
this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F;
this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 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;
}
}