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 ModelSheep1 extends ModelQuadruped 011 { 012 private float field_78152_i; 013 014 public ModelSheep1() 015 { 016 super(12, 0.0F); 017 this.head = new ModelRenderer(this, 0, 0); 018 this.head.addBox(-3.0F, -4.0F, -4.0F, 6, 6, 6, 0.6F); 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, 1.75F); 022 this.body.setRotationPoint(0.0F, 5.0F, 2.0F); 023 float var1 = 0.5F; 024 this.leg1 = new ModelRenderer(this, 0, 16); 025 this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1); 026 this.leg1.setRotationPoint(-3.0F, 12.0F, 7.0F); 027 this.leg2 = new ModelRenderer(this, 0, 16); 028 this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1); 029 this.leg2.setRotationPoint(3.0F, 12.0F, 7.0F); 030 this.leg3 = new ModelRenderer(this, 0, 16); 031 this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1); 032 this.leg3.setRotationPoint(-3.0F, 12.0F, -5.0F); 033 this.leg4 = new ModelRenderer(this, 0, 16); 034 this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1); 035 this.leg4.setRotationPoint(3.0F, 12.0F, -5.0F); 036 } 037 038 /** 039 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 040 * and third as in the setRotationAngles method. 041 */ 042 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 043 { 044 super.setLivingAnimations(par1EntityLiving, par2, par3, par4); 045 this.head.rotationPointY = 6.0F + ((EntitySheep)par1EntityLiving).func_70894_j(par4) * 9.0F; 046 this.field_78152_i = ((EntitySheep)par1EntityLiving).func_70890_k(par4); 047 } 048 049 /** 050 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 051 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 052 * "far" arms and legs can swing at most. 053 */ 054 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 055 { 056 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); 057 this.head.rotateAngleX = this.field_78152_i; 058 } 059 }