    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.util.MathHelper;
    007
    008    @SideOnly(Side.CLIENT)
    009    public class ModelZombieVillager extends ModelBiped
    010    {
    011        public ModelZombieVillager()
    012        {
    013            this(0.0F, 0.0F, false);
    014        }
    015
    016        public ModelZombieVillager(float par1, float par2, boolean par3)
    017        {
    018            super(par1, 0.0F, 64, par3 ? 32 : 64);
    019
    020            if (par3)
    021            {
    022                this.bipedHead = new ModelRenderer(this, 0, 0);
    023                this.bipedHead.addBox(-4.0F, -10.0F, -4.0F, 8, 6, 8, par1);
    024                this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    025            }
    026            else
    027            {
    028                this.bipedHead = new ModelRenderer(this);
    029                this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    030                this.bipedHead.setTextureOffset(0, 32).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
    031                this.bipedHead.setTextureOffset(24, 32).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1);
    032            }
    033        }
    034
    035        public int func_82897_a()
    036        {
    037            return 10;
    038        }
    039
    040        /**
    041         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    042         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    043         * "far" arms and legs can swing at most.
    044         */
    045        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    046        {
    047            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    048            float var8 = MathHelper.sin(this.onGround * (float)Math.PI);
    049            float var9 = MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float)Math.PI);
    050            this.bipedRightArm.rotateAngleZ = 0.0F;
    051            this.bipedLeftArm.rotateAngleZ = 0.0F;
    052            this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F);
    053            this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F;
    054            this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
    055            this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
    056            this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
    057            this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
    058            this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
    059            this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
    060            this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
    061            this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
    062        }
    063    }