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    }