    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 ModelSkeleton extends ModelZombie
    008    {
    009        public ModelSkeleton()
    010        {
    011            this(0.0F);
    012        }
    013
    014        public ModelSkeleton(float par1)
    015        {
    016            super(par1, 0.0F, 64, 32);
    017            this.bipedRightArm = new ModelRenderer(this, 40, 16);
    018            this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
    019            this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
    020            this.bipedLeftArm = new ModelRenderer(this, 40, 16);
    021            this.bipedLeftArm.mirror = true;
    022            this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
    023            this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
    024            this.bipedRightLeg = new ModelRenderer(this, 0, 16);
    025            this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
    026            this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
    027            this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
    028            this.bipedLeftLeg.mirror = true;
    029            this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
    030            this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
    031        }
    032
    033        /**
    034         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    035         * and third as in the setRotationAngles method.
    036         */
    037        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    038        {
    039            this.aimedBow = ((EntitySkeleton)par1EntityLiving).getSkeletonType() == 1;
    040            super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
    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        }
    052    }