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.util.MathHelper;
007    
008    @SideOnly(Side.CLIENT)
009    public class ModelZombieVillager extends ModelBiped
010    {
011        public ModelZombieVillager()
012        {
013            this(0.0F, 0.0F, false);
014        }
015    
016        public ModelZombieVillager(float par1, float par2, boolean par3)
017        {
018            super(par1, 0.0F, 64, par3 ? 32 : 64);
019    
020            if (par3)
021            {
022                this.bipedHead = new ModelRenderer(this, 0, 0);
023                this.bipedHead.addBox(-4.0F, -10.0F, -4.0F, 8, 6, 8, par1);
024                this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
025            }
026            else
027            {
028                this.bipedHead = new ModelRenderer(this);
029                this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
030                this.bipedHead.setTextureOffset(0, 32).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
031                this.bipedHead.setTextureOffset(24, 32).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1);
032            }
033        }
034    
035        public int func_82897_a()
036        {
037            return 10;
038        }
039    
040        /**
041         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
042         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
043         * "far" arms and legs can swing at most.
044         */
045        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
046        {
047            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
048            float var8 = MathHelper.sin(this.onGround * (float)Math.PI);
049            float var9 = MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float)Math.PI);
050            this.bipedRightArm.rotateAngleZ = 0.0F;
051            this.bipedLeftArm.rotateAngleZ = 0.0F;
052            this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F);
053            this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F;
054            this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
055            this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
056            this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
057            this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
058            this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
059            this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
060            this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
061            this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
062        }
063    }