    001package net.minecraft.client.model;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.entity.Entity;
    006import net.minecraft.entity.EntityLiving;
    007import net.minecraft.entity.passive.EntitySheep;
    008
    009@SideOnly(Side.CLIENT)
    010public 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 f = 0.5F;
    024        this.leg1 = new ModelRenderer(this, 0, 16);
    025        this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f);
    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, f);
    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, f);
    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, f);
    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}