    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
    007    @SideOnly(Side.CLIENT)
    008    public class ModelSkeletonHead extends ModelBase
    009    {
    010        public ModelRenderer skeletonHead;
    011
    012        public ModelSkeletonHead()
    013        {
    014            this(0, 35, 64, 64);
    015        }
    016
    017        public ModelSkeletonHead(int par1, int par2, int par3, int par4)
    018        {
    019            this.textureWidth = par3;
    020            this.textureHeight = par4;
    021            this.skeletonHead = new ModelRenderer(this, par1, par2);
    022            this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
    023            this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F);
    024        }
    025
    026        /**
    027         * Sets the models various rotation angles then renders the model.
    028         */
    029        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    030        {
    031            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    032            this.skeletonHead.render(par7);
    033        }
    034
    035        /**
    036         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    037         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    038         * "far" arms and legs can swing at most.
    039         */
    040        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    041        {
    042            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    043            this.skeletonHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    044            this.skeletonHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    045        }
    046    }