    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.util.MathHelper;
    007
    008@SideOnly(Side.CLIENT)
    009public 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 f6 = MathHelper.sin(this.onGround * (float)Math.PI);
    049        float f7 = 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 - f6 * 0.6F);
    053        this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F;
    054        this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
    055        this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
    056        this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
    057        this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 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}