    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 ModelBoat extends ModelBase
    008    {
    009        public ModelRenderer[] boatSides = new ModelRenderer[5];
    010
    011        public ModelBoat()
    012        {
    013            this.boatSides[0] = new ModelRenderer(this, 0, 8);
    014            this.boatSides[1] = new ModelRenderer(this, 0, 0);
    015            this.boatSides[2] = new ModelRenderer(this, 0, 0);
    016            this.boatSides[3] = new ModelRenderer(this, 0, 0);
    017            this.boatSides[4] = new ModelRenderer(this, 0, 0);
    018            byte var1 = 24;
    019            byte var2 = 6;
    020            byte var3 = 20;
    021            byte var4 = 4;
    022            this.boatSides[0].addBox((float)(-var1 / 2), (float)(-var3 / 2 + 2), -3.0F, var1, var3 - 4, 4, 0.0F);
    023            this.boatSides[0].setRotationPoint(0.0F, (float)var4, 0.0F);
    024            this.boatSides[1].addBox((float)(-var1 / 2 + 2), (float)(-var2 - 1), -1.0F, var1 - 4, var2, 2, 0.0F);
    025            this.boatSides[1].setRotationPoint((float)(-var1 / 2 + 1), (float)var4, 0.0F);
    026            this.boatSides[2].addBox((float)(-var1 / 2 + 2), (float)(-var2 - 1), -1.0F, var1 - 4, var2, 2, 0.0F);
    027            this.boatSides[2].setRotationPoint((float)(var1 / 2 - 1), (float)var4, 0.0F);
    028            this.boatSides[3].addBox((float)(-var1 / 2 + 2), (float)(-var2 - 1), -1.0F, var1 - 4, var2, 2, 0.0F);
    029            this.boatSides[3].setRotationPoint(0.0F, (float)var4, (float)(-var3 / 2 + 1));
    030            this.boatSides[4].addBox((float)(-var1 / 2 + 2), (float)(-var2 - 1), -1.0F, var1 - 4, var2, 2, 0.0F);
    031            this.boatSides[4].setRotationPoint(0.0F, (float)var4, (float)(var3 / 2 - 1));
    032            this.boatSides[0].rotateAngleX = ((float)Math.PI / 2F);
    033            this.boatSides[1].rotateAngleY = ((float)Math.PI * 3F / 2F);
    034            this.boatSides[2].rotateAngleY = ((float)Math.PI / 2F);
    035            this.boatSides[3].rotateAngleY = (float)Math.PI;
    036        }
    037
    038        /**
    039         * Sets the models various rotation angles then renders the model.
    040         */
    041        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    042        {
    043            for (int var8 = 0; var8 < 5; ++var8)
    044            {
    045                this.boatSides[var8].render(par7);
    046            }
    047        }
    048    }