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 ModelEnderman extends ModelBiped 008 { 009 /** Is the enderman carrying a block? */ 010 public boolean isCarrying = false; 011 012 /** Is the enderman attacking an entity? */ 013 public boolean isAttacking = false; 014 015 public ModelEnderman() 016 { 017 super(0.0F, -14.0F, 64, 32); 018 float var1 = -14.0F; 019 float var2 = 0.0F; 020 this.bipedHeadwear = new ModelRenderer(this, 0, 16); 021 this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, var2 - 0.5F); 022 this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + var1, 0.0F); 023 this.bipedBody = new ModelRenderer(this, 32, 16); 024 this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, var2); 025 this.bipedBody.setRotationPoint(0.0F, 0.0F + var1, 0.0F); 026 this.bipedRightArm = new ModelRenderer(this, 56, 0); 027 this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 30, 2, var2); 028 this.bipedRightArm.setRotationPoint(-3.0F, 2.0F + var1, 0.0F); 029 this.bipedLeftArm = new ModelRenderer(this, 56, 0); 030 this.bipedLeftArm.mirror = true; 031 this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 30, 2, var2); 032 this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + var1, 0.0F); 033 this.bipedRightLeg = new ModelRenderer(this, 56, 0); 034 this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 30, 2, var2); 035 this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F + var1, 0.0F); 036 this.bipedLeftLeg = new ModelRenderer(this, 56, 0); 037 this.bipedLeftLeg.mirror = true; 038 this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 30, 2, var2); 039 this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F + var1, 0.0F); 040 } 041 042 /** 043 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 044 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 045 * "far" arms and legs can swing at most. 046 */ 047 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 048 { 049 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); 050 this.bipedHead.showModel = true; 051 float var8 = -14.0F; 052 this.bipedBody.rotateAngleX = 0.0F; 053 this.bipedBody.rotationPointY = var8; 054 this.bipedBody.rotationPointZ = -0.0F; 055 this.bipedRightLeg.rotateAngleX -= 0.0F; 056 this.bipedLeftLeg.rotateAngleX -= 0.0F; 057 this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX * 0.5D); 058 this.bipedLeftArm.rotateAngleX = (float)((double)this.bipedLeftArm.rotateAngleX * 0.5D); 059 this.bipedRightLeg.rotateAngleX = (float)((double)this.bipedRightLeg.rotateAngleX * 0.5D); 060 this.bipedLeftLeg.rotateAngleX = (float)((double)this.bipedLeftLeg.rotateAngleX * 0.5D); 061 float var9 = 0.4F; 062 063 if (this.bipedRightArm.rotateAngleX > var9) 064 { 065 this.bipedRightArm.rotateAngleX = var9; 066 } 067 068 if (this.bipedLeftArm.rotateAngleX > var9) 069 { 070 this.bipedLeftArm.rotateAngleX = var9; 071 } 072 073 if (this.bipedRightArm.rotateAngleX < -var9) 074 { 075 this.bipedRightArm.rotateAngleX = -var9; 076 } 077 078 if (this.bipedLeftArm.rotateAngleX < -var9) 079 { 080 this.bipedLeftArm.rotateAngleX = -var9; 081 } 082 083 if (this.bipedRightLeg.rotateAngleX > var9) 084 { 085 this.bipedRightLeg.rotateAngleX = var9; 086 } 087 088 if (this.bipedLeftLeg.rotateAngleX > var9) 089 { 090 this.bipedLeftLeg.rotateAngleX = var9; 091 } 092 093 if (this.bipedRightLeg.rotateAngleX < -var9) 094 { 095 this.bipedRightLeg.rotateAngleX = -var9; 096 } 097 098 if (this.bipedLeftLeg.rotateAngleX < -var9) 099 { 100 this.bipedLeftLeg.rotateAngleX = -var9; 101 } 102 103 if (this.isCarrying) 104 { 105 this.bipedRightArm.rotateAngleX = -0.5F; 106 this.bipedLeftArm.rotateAngleX = -0.5F; 107 this.bipedRightArm.rotateAngleZ = 0.05F; 108 this.bipedLeftArm.rotateAngleZ = -0.05F; 109 } 110 111 this.bipedRightArm.rotationPointZ = 0.0F; 112 this.bipedLeftArm.rotationPointZ = 0.0F; 113 this.bipedRightLeg.rotationPointZ = 0.0F; 114 this.bipedLeftLeg.rotationPointZ = 0.0F; 115 this.bipedRightLeg.rotationPointY = 9.0F + var8; 116 this.bipedLeftLeg.rotationPointY = 9.0F + var8; 117 this.bipedHead.rotationPointZ = -0.0F; 118 this.bipedHead.rotationPointY = var8 + 1.0F; 119 this.bipedHeadwear.rotationPointX = this.bipedHead.rotationPointX; 120 this.bipedHeadwear.rotationPointY = this.bipedHead.rotationPointY; 121 this.bipedHeadwear.rotationPointZ = this.bipedHead.rotationPointZ; 122 this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX; 123 this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY; 124 this.bipedHeadwear.rotateAngleZ = this.bipedHead.rotateAngleZ; 125 126 if (this.isAttacking) 127 { 128 float var10 = 1.0F; 129 this.bipedHead.rotationPointY -= var10 * 5.0F; 130 } 131 } 132 }