    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 ModelZombieVillager extends ModelBiped
    008    {
    009        public ModelZombieVillager()
    010        {
    011            this(0.0F, 0.0F, false);
    012        }
    013
    014        public ModelZombieVillager(float par1, float par2, boolean par3)
    015        {
    016            super(par1, 0.0F, 64, par3 ? 32 : 64);
    017
    018            if (par3)
    019            {
    020                this.bipedHead = new ModelRenderer(this, 0, 0);
    021                this.bipedHead.addBox(-4.0F, -10.0F, -4.0F, 8, 6, 8, par1);
    022                this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    023            }
    024            else
    025            {
    026                this.bipedHead = new ModelRenderer(this);
    027                this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    028                this.bipedHead.setTextureOffset(0, 32).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
    029                this.bipedHead.setTextureOffset(24, 32).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1);
    030            }
    031        }
    032
    033        public int func_82897_a()
    034        {
    035            return 10;
    036        }
    037
    038        /**
    039         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    040         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    041         * "far" arms and legs can swing at most.
    042         */
    043        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    044        {
    045            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    046            float var8 = MathHelper.sin(this.onGround * (float)Math.PI);
    047            float var9 = MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float)Math.PI);
    048            this.bipedRightArm.rotateAngleZ = 0.0F;
    049            this.bipedLeftArm.rotateAngleZ = 0.0F;
    050            this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F);
    051            this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F;
    052            this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
    053            this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
    054            this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
    055            this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
    056            this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
    057            this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
    058            this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
    059            this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
    060        }
    061    }