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    }