001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.entity.Entity;
006import net.minecraft.entity.EntityLiving;
007import net.minecraft.entity.passive.EntitySheep;
008
009@SideOnly(Side.CLIENT)
010public 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}