001 package net.minecraft.src;
002
003 import cpw.mods.fml.common.Side;
004 import cpw.mods.fml.common.asm.SideOnly;
005
006 @SideOnly(Side.CLIENT)
007 public class ModelSheep2 extends ModelQuadruped
008 {
009 private float field_78153_i;
010
011 public ModelSheep2()
012 {
013 super(12, 0.0F);
014 this.head = new ModelRenderer(this, 0, 0);
015 this.head.addBox(-3.0F, -4.0F, -6.0F, 6, 6, 8, 0.0F);
016 this.head.setRotationPoint(0.0F, 6.0F, -8.0F);
017 this.body = new ModelRenderer(this, 28, 8);
018 this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 0.0F);
019 this.body.setRotationPoint(0.0F, 5.0F, 2.0F);
020 }
021
022 /**
023 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
024 * and third as in the setRotationAngles method.
025 */
026 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
027 {
028 super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
029 this.head.rotationPointY = 6.0F + ((EntitySheep)par1EntityLiving).func_70894_j(par4) * 9.0F;
030 this.field_78153_i = ((EntitySheep)par1EntityLiving).func_70890_k(par4);
031 }
032
033 /**
034 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
035 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
036 * "far" arms and legs can swing at most.
037 */
038 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
039 {
040 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
041 this.head.rotateAngleX = this.field_78153_i;
042 }
043 }