    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import java.util.Random;
    006    import net.minecraft.entity.Entity;
    007    import net.minecraft.util.MathHelper;
    008    import org.lwjgl.opengl.GL11;
    009
    010    @SideOnly(Side.CLIENT)
    011    public class ModelGhast extends ModelBase
    012    {
    013        ModelRenderer body;
    014        ModelRenderer[] tentacles = new ModelRenderer[9];
    015
    016        public ModelGhast()
    017        {
    018            byte var1 = -16;
    019            this.body = new ModelRenderer(this, 0, 0);
    020            this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16);
    021            this.body.rotationPointY += (float)(24 + var1);
    022            Random var2 = new Random(1660L);
    023
    024            for (int var3 = 0; var3 < this.tentacles.length; ++var3)
    025            {
    026                this.tentacles[var3] = new ModelRenderer(this, 0, 0);
    027                float var4 = (((float)(var3 % 3) - (float)(var3 / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
    028                float var5 = ((float)(var3 / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
    029                int var6 = var2.nextInt(7) + 8;
    030                this.tentacles[var3].addBox(-1.0F, 0.0F, -1.0F, 2, var6, 2);
    031                this.tentacles[var3].rotationPointX = var4;
    032                this.tentacles[var3].rotationPointZ = var5;
    033                this.tentacles[var3].rotationPointY = (float)(31 + var1);
    034            }
    035        }
    036
    037        /**
    038         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    039         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    040         * "far" arms and legs can swing at most.
    041         */
    042        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    043        {
    044            for (int var8 = 0; var8 < this.tentacles.length; ++var8)
    045            {
    046                this.tentacles[var8].rotateAngleX = 0.2F * MathHelper.sin(par3 * 0.3F + (float)var8) + 0.4F;
    047            }
    048        }
    049
    050        /**
    051         * Sets the models various rotation angles then renders the model.
    052         */
    053        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    054        {
    055            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    056            GL11.glPushMatrix();
    057            GL11.glTranslatef(0.0F, 0.6F, 0.0F);
    058            this.body.render(par7);
    059            ModelRenderer[] var8 = this.tentacles;
    060            int var9 = var8.length;
    061
    062            for (int var10 = 0; var10 < var9; ++var10)
    063            {
    064                ModelRenderer var11 = var8[var10];
    065                var11.render(par7);
    066            }
    067
    068            GL11.glPopMatrix();
    069        }
    070    }