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 ModelZombieVillager extends ModelBiped 008 { 009 public ModelZombieVillager() 010 { 011 this(0.0F, 0.0F, false); 012 } 013 014 public ModelZombieVillager(float par1, float par2, boolean par3) 015 { 016 super(par1, 0.0F, 64, par3 ? 32 : 64); 017 018 if (par3) 019 { 020 this.bipedHead = new ModelRenderer(this, 0, 0); 021 this.bipedHead.addBox(-4.0F, -10.0F, -4.0F, 8, 6, 8, par1); 022 this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 023 } 024 else 025 { 026 this.bipedHead = new ModelRenderer(this); 027 this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 028 this.bipedHead.setTextureOffset(0, 32).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1); 029 this.bipedHead.setTextureOffset(24, 32).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1); 030 } 031 } 032 033 public int func_82897_a() 034 { 035 return 10; 036 } 037 038 /** 039 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 040 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 041 * "far" arms and legs can swing at most. 042 */ 043 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 044 { 045 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); 046 float var8 = MathHelper.sin(this.onGround * (float)Math.PI); 047 float var9 = MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float)Math.PI); 048 this.bipedRightArm.rotateAngleZ = 0.0F; 049 this.bipedLeftArm.rotateAngleZ = 0.0F; 050 this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F); 051 this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F; 052 this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F); 053 this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F); 054 this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F; 055 this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F; 056 this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 057 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 058 this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; 059 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; 060 } 061 }