    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    }