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.monster.EntitySkeleton;
008
009@SideOnly(Side.CLIENT)
010public class ModelSkeleton extends ModelZombie
011{
012    public ModelSkeleton()
013    {
014        this(0.0F);
015    }
016
017    public ModelSkeleton(float par1)
018    {
019        super(par1, 0.0F, 64, 32);
020        this.bipedRightArm = new ModelRenderer(this, 40, 16);
021        this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
022        this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
023        this.bipedLeftArm = new ModelRenderer(this, 40, 16);
024        this.bipedLeftArm.mirror = true;
025        this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
026        this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
027        this.bipedRightLeg = new ModelRenderer(this, 0, 16);
028        this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
029        this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
030        this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
031        this.bipedLeftLeg.mirror = true;
032        this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
033        this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
034    }
035
036    /**
037     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
038     * and third as in the setRotationAngles method.
039     */
040    public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
041    {
042        this.aimedBow = ((EntitySkeleton)par1EntityLiving).getSkeletonType() == 1;
043        super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
044    }
045
046    /**
047     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
048     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
049     * "far" arms and legs can swing at most.
050     */
051    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
052    {
053        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
054    }
055}