    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.entity.EntityLiving;
    007    import net.minecraft.entity.passive.EntitySheep;
    008
    009    @SideOnly(Side.CLIENT)
    010    public class ModelSheep2 extends ModelQuadruped
    011    {
    012        private float field_78153_i;
    013
    014        public ModelSheep2()
    015        {
    016            super(12, 0.0F);
    017            this.head = new ModelRenderer(this, 0, 0);
    018            this.head.addBox(-3.0F, -4.0F, -6.0F, 6, 6, 8, 0.0F);
    019            this.head.setRotationPoint(0.0F, 6.0F, -8.0F);
    020            this.body = new ModelRenderer(this, 28, 8);
    021            this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 0.0F);
    022            this.body.setRotationPoint(0.0F, 5.0F, 2.0F);
    023        }
    024
    025        /**
    026         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    027         * and third as in the setRotationAngles method.
    028         */
    029        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    030        {
    031            super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
    032            this.head.rotationPointY = 6.0F + ((EntitySheep)par1EntityLiving).func_70894_j(par4) * 9.0F;
    033            this.field_78153_i = ((EntitySheep)par1EntityLiving).func_70890_k(par4);
    034        }
    035
    036        /**
    037         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    038         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    039         * "far" arms and legs can swing at most.
    040         */
    041        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    042        {
    043            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    044            this.head.rotateAngleX = this.field_78153_i;
    045        }
    046    }