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 ModelBoat extends ModelBase
009    {
010        public ModelRenderer[] boatSides = new ModelRenderer[5];
011    
012        public ModelBoat()
013        {
014            this.boatSides[0] = new ModelRenderer(this, 0, 8);
015            this.boatSides[1] = new ModelRenderer(this, 0, 0);
016            this.boatSides[2] = new ModelRenderer(this, 0, 0);
017            this.boatSides[3] = new ModelRenderer(this, 0, 0);
018            this.boatSides[4] = new ModelRenderer(this, 0, 0);
019            byte var1 = 24;
020            byte var2 = 6;
021            byte var3 = 20;
022            byte var4 = 4;
023            this.boatSides[0].addBox((float)(-var1 / 2), (float)(-var3 / 2 + 2), -3.0F, var1, var3 - 4, 4, 0.0F);
024            this.boatSides[0].setRotationPoint(0.0F, (float)var4, 0.0F);
025            this.boatSides[1].addBox((float)(-var1 / 2 + 2), (float)(-var2 - 1), -1.0F, var1 - 4, var2, 2, 0.0F);
026            this.boatSides[1].setRotationPoint((float)(-var1 / 2 + 1), (float)var4, 0.0F);
027            this.boatSides[2].addBox((float)(-var1 / 2 + 2), (float)(-var2 - 1), -1.0F, var1 - 4, var2, 2, 0.0F);
028            this.boatSides[2].setRotationPoint((float)(var1 / 2 - 1), (float)var4, 0.0F);
029            this.boatSides[3].addBox((float)(-var1 / 2 + 2), (float)(-var2 - 1), -1.0F, var1 - 4, var2, 2, 0.0F);
030            this.boatSides[3].setRotationPoint(0.0F, (float)var4, (float)(-var3 / 2 + 1));
031            this.boatSides[4].addBox((float)(-var1 / 2 + 2), (float)(-var2 - 1), -1.0F, var1 - 4, var2, 2, 0.0F);
032            this.boatSides[4].setRotationPoint(0.0F, (float)var4, (float)(var3 / 2 - 1));
033            this.boatSides[0].rotateAngleX = ((float)Math.PI / 2F);
034            this.boatSides[1].rotateAngleY = ((float)Math.PI * 3F / 2F);
035            this.boatSides[2].rotateAngleY = ((float)Math.PI / 2F);
036            this.boatSides[3].rotateAngleY = (float)Math.PI;
037        }
038    
039        /**
040         * Sets the models various rotation angles then renders the model.
041         */
042        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
043        {
044            for (int var8 = 0; var8 < 5; ++var8)
045            {
046                this.boatSides[var8].render(par7);
047            }
048        }
049    }