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 ModelSkeleton extends ModelZombie
008    {
009        public ModelSkeleton()
010        {
011            this(0.0F);
012        }
013    
014        public ModelSkeleton(float par1)
015        {
016            super(par1, 0.0F, 64, 32);
017            this.bipedRightArm = new ModelRenderer(this, 40, 16);
018            this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
019            this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
020            this.bipedLeftArm = new ModelRenderer(this, 40, 16);
021            this.bipedLeftArm.mirror = true;
022            this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
023            this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
024            this.bipedRightLeg = new ModelRenderer(this, 0, 16);
025            this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
026            this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
027            this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
028            this.bipedLeftLeg.mirror = true;
029            this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
030            this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
031        }
032    
033        /**
034         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
035         * and third as in the setRotationAngles method.
036         */
037        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
038        {
039            this.aimedBow = ((EntitySkeleton)par1EntityLiving).func_82202_m() == 1;
040            super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
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        }
052    }