001 package net.minecraft.src;
002
003 import cpw.mods.fml.common.Side;
004 import cpw.mods.fml.common.asm.SideOnly;
005
006 @SideOnly(Side.CLIENT)
007 public class ModelSheep1 extends ModelQuadruped
008 {
009 private float field_78152_i;
010
011 public ModelSheep1()
012 {
013 super(12, 0.0F);
014 this.head = new ModelRenderer(this, 0, 0);
015 this.head.addBox(-3.0F, -4.0F, -4.0F, 6, 6, 6, 0.6F);
016 this.head.setRotationPoint(0.0F, 6.0F, -8.0F);
017 this.body = new ModelRenderer(this, 28, 8);
018 this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 1.75F);
019 this.body.setRotationPoint(0.0F, 5.0F, 2.0F);
020 float var1 = 0.5F;
021 this.leg1 = new ModelRenderer(this, 0, 16);
022 this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
023 this.leg1.setRotationPoint(-3.0F, 12.0F, 7.0F);
024 this.leg2 = new ModelRenderer(this, 0, 16);
025 this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
026 this.leg2.setRotationPoint(3.0F, 12.0F, 7.0F);
027 this.leg3 = new ModelRenderer(this, 0, 16);
028 this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
029 this.leg3.setRotationPoint(-3.0F, 12.0F, -5.0F);
030 this.leg4 = new ModelRenderer(this, 0, 16);
031 this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
032 this.leg4.setRotationPoint(3.0F, 12.0F, -5.0F);
033 }
034
035 /**
036 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
037 * and third as in the setRotationAngles method.
038 */
039 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
040 {
041 super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
042 this.head.rotationPointY = 6.0F + ((EntitySheep)par1EntityLiving).func_70894_j(par4) * 9.0F;
043 this.field_78152_i = ((EntitySheep)par1EntityLiving).func_70890_k(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)
052 {
053 super.setRotationAngles(par1, par2, par3, par4, par5, par6);
054 this.head.rotateAngleX = this.field_78152_i;
055 }
056 }