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 ModelSheep1 extends ModelQuadruped 008 { 009 private float field_78152_i; 010 011 public ModelSheep1() 012 { 013 super(12, 0.0F); 014 this.head = new ModelRenderer(this, 0, 0); 015 this.head.addBox(-3.0F, -4.0F, -4.0F, 6, 6, 6, 0.6F); 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, 1.75F); 019 this.body.setRotationPoint(0.0F, 5.0F, 2.0F); 020 float var1 = 0.5F; 021 this.leg1 = new ModelRenderer(this, 0, 16); 022 this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1); 023 this.leg1.setRotationPoint(-3.0F, 12.0F, 7.0F); 024 this.leg2 = new ModelRenderer(this, 0, 16); 025 this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1); 026 this.leg2.setRotationPoint(3.0F, 12.0F, 7.0F); 027 this.leg3 = new ModelRenderer(this, 0, 16); 028 this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1); 029 this.leg3.setRotationPoint(-3.0F, 12.0F, -5.0F); 030 this.leg4 = new ModelRenderer(this, 0, 16); 031 this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1); 032 this.leg4.setRotationPoint(3.0F, 12.0F, -5.0F); 033 } 034 035 /** 036 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 037 * and third as in the setRotationAngles method. 038 */ 039 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 040 { 041 super.setLivingAnimations(par1EntityLiving, par2, par3, par4); 042 this.head.rotationPointY = 6.0F + ((EntitySheep)par1EntityLiving).func_70894_j(par4) * 9.0F; 043 this.field_78152_i = ((EntitySheep)par1EntityLiving).func_70890_k(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) 052 { 053 super.setRotationAngles(par1, par2, par3, par4, par5, par6); 054 this.head.rotateAngleX = this.field_78152_i; 055 } 056 }