    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
    007    @SideOnly(Side.CLIENT)
    008    public class ModelSquid extends ModelBase
    009    {
    010        /** The squid's body */
    011        ModelRenderer squidBody;
    012
    013        /** The squid's tentacles */
    014        ModelRenderer[] squidTentacles = new ModelRenderer[8];
    015
    016        public ModelSquid()
    017        {
    018            byte var1 = -16;
    019            this.squidBody = new ModelRenderer(this, 0, 0);
    020            this.squidBody.addBox(-6.0F, -8.0F, -6.0F, 12, 16, 12);
    021            this.squidBody.rotationPointY += (float)(24 + var1);
    022
    023            for (int var2 = 0; var2 < this.squidTentacles.length; ++var2)
    024            {
    025                this.squidTentacles[var2] = new ModelRenderer(this, 48, 0);
    026                double var3 = (double)var2 * Math.PI * 2.0D / (double)this.squidTentacles.length;
    027                float var5 = (float)Math.cos(var3) * 5.0F;
    028                float var6 = (float)Math.sin(var3) * 5.0F;
    029                this.squidTentacles[var2].addBox(-1.0F, 0.0F, -1.0F, 2, 18, 2);
    030                this.squidTentacles[var2].rotationPointX = var5;
    031                this.squidTentacles[var2].rotationPointZ = var6;
    032                this.squidTentacles[var2].rotationPointY = (float)(31 + var1);
    033                var3 = (double)var2 * Math.PI * -2.0D / (double)this.squidTentacles.length + (Math.PI / 2D);
    034                this.squidTentacles[var2].rotateAngleY = (float)var3;
    035            }
    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            ModelRenderer[] var8 = this.squidTentacles;
    046            int var9 = var8.length;
    047
    048            for (int var10 = 0; var10 < var9; ++var10)
    049            {
    050                ModelRenderer var11 = var8[var10];
    051                var11.rotateAngleX = par3;
    052            }
    053        }
    054
    055        /**
    056         * Sets the models various rotation angles then renders the model.
    057         */
    058        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    059        {
    060            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    061            this.squidBody.render(par7);
    062
    063            for (int var8 = 0; var8 < this.squidTentacles.length; ++var8)
    064            {
    065                this.squidTentacles[var8].render(par7);
    066            }
    067        }
    068    }