    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.relauncher.Side;
    004    import cpw.mods.fml.relauncher.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.util.MathHelper;
    007
    008    @SideOnly(Side.CLIENT)
    009    public class ModelWitch extends ModelVillager
    010    {
    011        public boolean field_82900_g = false;
    012        private ModelRenderer field_82901_h = (new ModelRenderer(this)).setTextureSize(64, 128);
    013        private ModelRenderer field_82902_i;
    014
    015        public ModelWitch(float par1)
    016        {
    017            super(par1, 0.0F, 64, 128);
    018            this.field_82901_h.setRotationPoint(0.0F, -2.0F, 0.0F);
    019            this.field_82901_h.setTextureOffset(0, 0).addBox(0.0F, 3.0F, -6.75F, 1, 1, 1, -0.25F);
    020            this.field_82898_f.addChild(this.field_82901_h);
    021            this.field_82902_i = (new ModelRenderer(this)).setTextureSize(64, 128);
    022            this.field_82902_i.setRotationPoint(-5.0F, -10.03125F, -5.0F);
    023            this.field_82902_i.setTextureOffset(0, 64).addBox(0.0F, 0.0F, 0.0F, 10, 2, 10);
    024            this.villagerHead.addChild(this.field_82902_i);
    025            ModelRenderer var2 = (new ModelRenderer(this)).setTextureSize(64, 128);
    026            var2.setRotationPoint(1.75F, -4.0F, 2.0F);
    027            var2.setTextureOffset(0, 76).addBox(0.0F, 0.0F, 0.0F, 7, 4, 7);
    028            var2.rotateAngleX = -0.05235988F;
    029            var2.rotateAngleZ = 0.02617994F;
    030            this.field_82902_i.addChild(var2);
    031            ModelRenderer var3 = (new ModelRenderer(this)).setTextureSize(64, 128);
    032            var3.setRotationPoint(1.75F, -4.0F, 2.0F);
    033            var3.setTextureOffset(0, 87).addBox(0.0F, 0.0F, 0.0F, 4, 4, 4);
    034            var3.rotateAngleX = -0.10471976F;
    035            var3.rotateAngleZ = 0.05235988F;
    036            var2.addChild(var3);
    037            ModelRenderer var4 = (new ModelRenderer(this)).setTextureSize(64, 128);
    038            var4.setRotationPoint(1.75F, -2.0F, 2.0F);
    039            var4.setTextureOffset(0, 95).addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.25F);
    040            var4.rotateAngleX = -0.20943952F;
    041            var4.rotateAngleZ = 0.10471976F;
    042            var3.addChild(var4);
    043        }
    044
    045        /**
    046         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    047         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    048         * "far" arms and legs can swing at most.
    049         */
    050        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    051        {
    052            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    053            this.field_82898_f.field_82906_o = this.field_82898_f.field_82908_p = this.field_82898_f.field_82907_q = 0.0F;
    054            float var8 = 0.01F * (float)(par7Entity.entityId % 10);
    055            this.field_82898_f.rotateAngleX = MathHelper.sin((float)par7Entity.ticksExisted * var8) * 4.5F * (float)Math.PI / 180.0F;
    056            this.field_82898_f.rotateAngleY = 0.0F;
    057            this.field_82898_f.rotateAngleZ = MathHelper.cos((float)par7Entity.ticksExisted * var8) * 2.5F * (float)Math.PI / 180.0F;
    058
    059            if (this.field_82900_g)
    060            {
    061                this.field_82898_f.rotateAngleX = -0.9F;
    062                this.field_82898_f.field_82907_q = -0.09375F;
    063                this.field_82898_f.field_82908_p = 0.1875F;
    064            }
    065        }
    066
    067        public int func_82899_a()
    068        {
    069            return 0;
    070        }
    071    }