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 ModelSheep2 extends ModelQuadruped 008 { 009 private float field_78153_i; 010 011 public ModelSheep2() 012 { 013 super(12, 0.0F); 014 this.head = new ModelRenderer(this, 0, 0); 015 this.head.addBox(-3.0F, -4.0F, -6.0F, 6, 6, 8, 0.0F); 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, 0.0F); 019 this.body.setRotationPoint(0.0F, 5.0F, 2.0F); 020 } 021 022 /** 023 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 024 * and third as in the setRotationAngles method. 025 */ 026 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 027 { 028 super.setLivingAnimations(par1EntityLiving, par2, par3, par4); 029 this.head.rotationPointY = 6.0F + ((EntitySheep)par1EntityLiving).func_70894_j(par4) * 9.0F; 030 this.field_78153_i = ((EntitySheep)par1EntityLiving).func_70890_k(par4); 031 } 032 033 /** 034 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 035 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 036 * "far" arms and legs can swing at most. 037 */ 038 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 039 { 040 super.setRotationAngles(par1, par2, par3, par4, par5, par6); 041 this.head.rotateAngleX = this.field_78153_i; 042 } 043 }