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 ModelWitch extends ModelVillager
008 {
009 public boolean field_82900_g = false;
010 private ModelRenderer field_82901_h = (new ModelRenderer(this)).setTextureSize(64, 128);
011 private ModelRenderer field_82902_i;
012
013 public ModelWitch(float par1)
014 {
015 super(par1, 0.0F, 64, 128);
016 this.field_82901_h.setRotationPoint(0.0F, -2.0F, 0.0F);
017 this.field_82901_h.setTextureOffset(0, 0).addBox(0.0F, 3.0F, -6.75F, 1, 1, 1, -0.25F);
018 this.field_82898_f.addChild(this.field_82901_h);
019 this.field_82902_i = (new ModelRenderer(this)).setTextureSize(64, 128);
020 this.field_82902_i.setRotationPoint(-5.0F, -10.03125F, -5.0F);
021 this.field_82902_i.setTextureOffset(0, 64).addBox(0.0F, 0.0F, 0.0F, 10, 2, 10);
022 this.villagerHead.addChild(this.field_82902_i);
023 ModelRenderer var2 = (new ModelRenderer(this)).setTextureSize(64, 128);
024 var2.setRotationPoint(1.75F, -4.0F, 2.0F);
025 var2.setTextureOffset(0, 76).addBox(0.0F, 0.0F, 0.0F, 7, 4, 7);
026 var2.rotateAngleX = -0.05235988F;
027 var2.rotateAngleZ = 0.02617994F;
028 this.field_82902_i.addChild(var2);
029 ModelRenderer var3 = (new ModelRenderer(this)).setTextureSize(64, 128);
030 var3.setRotationPoint(1.75F, -4.0F, 2.0F);
031 var3.setTextureOffset(0, 87).addBox(0.0F, 0.0F, 0.0F, 4, 4, 4);
032 var3.rotateAngleX = -0.10471976F;
033 var3.rotateAngleZ = 0.05235988F;
034 var2.addChild(var3);
035 ModelRenderer var4 = (new ModelRenderer(this)).setTextureSize(64, 128);
036 var4.setRotationPoint(1.75F, -2.0F, 2.0F);
037 var4.setTextureOffset(0, 95).addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.25F);
038 var4.rotateAngleX = -0.20943952F;
039 var4.rotateAngleZ = 0.10471976F;
040 var3.addChild(var4);
041 }
042
043 /**
044 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
045 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
046 * "far" arms and legs can swing at most.
047 */
048 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
049 {
050 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
051 this.field_82898_f.field_82906_o = this.field_82898_f.field_82908_p = this.field_82898_f.field_82907_q = 0.0F;
052 float var8 = 0.01F * (float)(par7Entity.entityId % 10);
053 this.field_82898_f.rotateAngleX = MathHelper.sin((float)par7Entity.ticksExisted * var8) * 4.5F * (float)Math.PI / 180.0F;
054 this.field_82898_f.rotateAngleY = 0.0F;
055 this.field_82898_f.rotateAngleZ = MathHelper.cos((float)par7Entity.ticksExisted * var8) * 2.5F * (float)Math.PI / 180.0F;
056
057 if (this.field_82900_g)
058 {
059 this.field_82898_f.rotateAngleX = -0.9F;
060 this.field_82898_f.field_82907_q = -0.09375F;
061 this.field_82898_f.field_82908_p = 0.1875F;
062 }
063 }
064
065 public int func_82899_a()
066 {
067 return 0;
068 }
069 }