    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.entity.EntityLiving;
    007    import net.minecraft.entity.passive.EntitySheep;
    008
    009    @SideOnly(Side.CLIENT)
    010    public class ModelSheep1 extends ModelQuadruped
    011    {
    012        private float field_78152_i;
    013
    014        public ModelSheep1()
    015        {
    016            super(12, 0.0F);
    017            this.head = new ModelRenderer(this, 0, 0);
    018            this.head.addBox(-3.0F, -4.0F, -4.0F, 6, 6, 6, 0.6F);
    019            this.head.setRotationPoint(0.0F, 6.0F, -8.0F);
    020            this.body = new ModelRenderer(this, 28, 8);
    021            this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 1.75F);
    022            this.body.setRotationPoint(0.0F, 5.0F, 2.0F);
    023            float var1 = 0.5F;
    024            this.leg1 = new ModelRenderer(this, 0, 16);
    025            this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
    026            this.leg1.setRotationPoint(-3.0F, 12.0F, 7.0F);
    027            this.leg2 = new ModelRenderer(this, 0, 16);
    028            this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
    029            this.leg2.setRotationPoint(3.0F, 12.0F, 7.0F);
    030            this.leg3 = new ModelRenderer(this, 0, 16);
    031            this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
    032            this.leg3.setRotationPoint(-3.0F, 12.0F, -5.0F);
    033            this.leg4 = new ModelRenderer(this, 0, 16);
    034            this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
    035            this.leg4.setRotationPoint(3.0F, 12.0F, -5.0F);
    036        }
    037
    038        /**
    039         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    040         * and third as in the setRotationAngles method.
    041         */
    042        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    043        {
    044            super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
    045            this.head.rotationPointY = 6.0F + ((EntitySheep)par1EntityLiving).func_70894_j(par4) * 9.0F;
    046            this.field_78152_i = ((EntitySheep)par1EntityLiving).func_70890_k(par4);
    047        }
    048
    049        /**
    050         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    051         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    052         * "far" arms and legs can swing at most.
    053         */
    054        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    055        {
    056            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    057            this.head.rotateAngleX = this.field_78152_i;
    058        }
    059    }