    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.entity.EntityLiving;
    007    import net.minecraft.entity.monster.EntitySkeleton;
    008
    009    @SideOnly(Side.CLIENT)
    010    public class ModelSkeleton extends ModelZombie
    011    {
    012        public ModelSkeleton()
    013        {
    014            this(0.0F);
    015        }
    016
    017        public ModelSkeleton(float par1)
    018        {
    019            super(par1, 0.0F, 64, 32);
    020            this.bipedRightArm = new ModelRenderer(this, 40, 16);
    021            this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
    022            this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
    023            this.bipedLeftArm = new ModelRenderer(this, 40, 16);
    024            this.bipedLeftArm.mirror = true;
    025            this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
    026            this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
    027            this.bipedRightLeg = new ModelRenderer(this, 0, 16);
    028            this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
    029            this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
    030            this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
    031            this.bipedLeftLeg.mirror = true;
    032            this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
    033            this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
    034        }
    035
    036        /**
    037         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    038         * and third as in the setRotationAngles method.
    039         */
    040        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    041        {
    042            this.aimedBow = ((EntitySkeleton)par1EntityLiving).getSkeletonType() == 1;
    043            super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
    044        }
    045
    046        /**
    047         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    048         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    049         * "far" arms and legs can swing at most.
    050         */
    051        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    052        {
    053            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    054        }
    055    }