001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.entity.Entity;
006
007@SideOnly(Side.CLIENT)
008public class ModelEnderman extends ModelBiped
009{
010    /** Is the enderman carrying a block? */
011    public boolean isCarrying = false;
012
013    /** Is the enderman attacking an entity? */
014    public boolean isAttacking = false;
015
016    public ModelEnderman()
017    {
018        super(0.0F, -14.0F, 64, 32);
019        float var1 = -14.0F;
020        float var2 = 0.0F;
021        this.bipedHeadwear = new ModelRenderer(this, 0, 16);
022        this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, var2 - 0.5F);
023        this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + var1, 0.0F);
024        this.bipedBody = new ModelRenderer(this, 32, 16);
025        this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, var2);
026        this.bipedBody.setRotationPoint(0.0F, 0.0F + var1, 0.0F);
027        this.bipedRightArm = new ModelRenderer(this, 56, 0);
028        this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 30, 2, var2);
029        this.bipedRightArm.setRotationPoint(-3.0F, 2.0F + var1, 0.0F);
030        this.bipedLeftArm = new ModelRenderer(this, 56, 0);
031        this.bipedLeftArm.mirror = true;
032        this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 30, 2, var2);
033        this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + var1, 0.0F);
034        this.bipedRightLeg = new ModelRenderer(this, 56, 0);
035        this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 30, 2, var2);
036        this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F + var1, 0.0F);
037        this.bipedLeftLeg = new ModelRenderer(this, 56, 0);
038        this.bipedLeftLeg.mirror = true;
039        this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 30, 2, var2);
040        this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F + var1, 0.0F);
041    }
042
043    /**
044     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
045     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
046     * "far" arms and legs can swing at most.
047     */
048    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
049    {
050        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
051        this.bipedHead.showModel = true;
052        float var8 = -14.0F;
053        this.bipedBody.rotateAngleX = 0.0F;
054        this.bipedBody.rotationPointY = var8;
055        this.bipedBody.rotationPointZ = -0.0F;
056        this.bipedRightLeg.rotateAngleX -= 0.0F;
057        this.bipedLeftLeg.rotateAngleX -= 0.0F;
058        this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX * 0.5D);
059        this.bipedLeftArm.rotateAngleX = (float)((double)this.bipedLeftArm.rotateAngleX * 0.5D);
060        this.bipedRightLeg.rotateAngleX = (float)((double)this.bipedRightLeg.rotateAngleX * 0.5D);
061        this.bipedLeftLeg.rotateAngleX = (float)((double)this.bipedLeftLeg.rotateAngleX * 0.5D);
062        float var9 = 0.4F;
063
064        if (this.bipedRightArm.rotateAngleX > var9)
065        {
066            this.bipedRightArm.rotateAngleX = var9;
067        }
068
069        if (this.bipedLeftArm.rotateAngleX > var9)
070        {
071            this.bipedLeftArm.rotateAngleX = var9;
072        }
073
074        if (this.bipedRightArm.rotateAngleX < -var9)
075        {
076            this.bipedRightArm.rotateAngleX = -var9;
077        }
078
079        if (this.bipedLeftArm.rotateAngleX < -var9)
080        {
081            this.bipedLeftArm.rotateAngleX = -var9;
082        }
083
084        if (this.bipedRightLeg.rotateAngleX > var9)
085        {
086            this.bipedRightLeg.rotateAngleX = var9;
087        }
088
089        if (this.bipedLeftLeg.rotateAngleX > var9)
090        {
091            this.bipedLeftLeg.rotateAngleX = var9;
092        }
093
094        if (this.bipedRightLeg.rotateAngleX < -var9)
095        {
096            this.bipedRightLeg.rotateAngleX = -var9;
097        }
098
099        if (this.bipedLeftLeg.rotateAngleX < -var9)
100        {
101            this.bipedLeftLeg.rotateAngleX = -var9;
102        }
103
104        if (this.isCarrying)
105        {
106            this.bipedRightArm.rotateAngleX = -0.5F;
107            this.bipedLeftArm.rotateAngleX = -0.5F;
108            this.bipedRightArm.rotateAngleZ = 0.05F;
109            this.bipedLeftArm.rotateAngleZ = -0.05F;
110        }
111
112        this.bipedRightArm.rotationPointZ = 0.0F;
113        this.bipedLeftArm.rotationPointZ = 0.0F;
114        this.bipedRightLeg.rotationPointZ = 0.0F;
115        this.bipedLeftLeg.rotationPointZ = 0.0F;
116        this.bipedRightLeg.rotationPointY = 9.0F + var8;
117        this.bipedLeftLeg.rotationPointY = 9.0F + var8;
118        this.bipedHead.rotationPointZ = -0.0F;
119        this.bipedHead.rotationPointY = var8 + 1.0F;
120        this.bipedHeadwear.rotationPointX = this.bipedHead.rotationPointX;
121        this.bipedHeadwear.rotationPointY = this.bipedHead.rotationPointY;
122        this.bipedHeadwear.rotationPointZ = this.bipedHead.rotationPointZ;
123        this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
124        this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
125        this.bipedHeadwear.rotateAngleZ = this.bipedHead.rotateAngleZ;
126
127        if (this.isAttacking)
128        {
129            float var10 = 1.0F;
130            this.bipedHead.rotationPointY -= var10 * 5.0F;
131        }
132    }
133}