001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.entity.Entity;
006import net.minecraft.util.MathHelper;
007
008@SideOnly(Side.CLIENT)
009public class ModelWitch extends ModelVillager
010{
011    public boolean field_82900_g = false;
012    private ModelRenderer field_82901_h = (new ModelRenderer(this)).setTextureSize(64, 128);
013    private ModelRenderer field_82902_i;
014
015    public ModelWitch(float par1)
016    {
017        super(par1, 0.0F, 64, 128);
018        this.field_82901_h.setRotationPoint(0.0F, -2.0F, 0.0F);
019        this.field_82901_h.setTextureOffset(0, 0).addBox(0.0F, 3.0F, -6.75F, 1, 1, 1, -0.25F);
020        this.field_82898_f.addChild(this.field_82901_h);
021        this.field_82902_i = (new ModelRenderer(this)).setTextureSize(64, 128);
022        this.field_82902_i.setRotationPoint(-5.0F, -10.03125F, -5.0F);
023        this.field_82902_i.setTextureOffset(0, 64).addBox(0.0F, 0.0F, 0.0F, 10, 2, 10);
024        this.villagerHead.addChild(this.field_82902_i);
025        ModelRenderer var2 = (new ModelRenderer(this)).setTextureSize(64, 128);
026        var2.setRotationPoint(1.75F, -4.0F, 2.0F);
027        var2.setTextureOffset(0, 76).addBox(0.0F, 0.0F, 0.0F, 7, 4, 7);
028        var2.rotateAngleX = -0.05235988F;
029        var2.rotateAngleZ = 0.02617994F;
030        this.field_82902_i.addChild(var2);
031        ModelRenderer var3 = (new ModelRenderer(this)).setTextureSize(64, 128);
032        var3.setRotationPoint(1.75F, -4.0F, 2.0F);
033        var3.setTextureOffset(0, 87).addBox(0.0F, 0.0F, 0.0F, 4, 4, 4);
034        var3.rotateAngleX = -0.10471976F;
035        var3.rotateAngleZ = 0.05235988F;
036        var2.addChild(var3);
037        ModelRenderer var4 = (new ModelRenderer(this)).setTextureSize(64, 128);
038        var4.setRotationPoint(1.75F, -2.0F, 2.0F);
039        var4.setTextureOffset(0, 95).addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.25F);
040        var4.rotateAngleX = -0.20943952F;
041        var4.rotateAngleZ = 0.10471976F;
042        var3.addChild(var4);
043    }
044
045    /**
046     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
047     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
048     * "far" arms and legs can swing at most.
049     */
050    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
051    {
052        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
053        this.field_82898_f.field_82906_o = this.field_82898_f.field_82908_p = this.field_82898_f.field_82907_q = 0.0F;
054        float var8 = 0.01F * (float)(par7Entity.entityId % 10);
055        this.field_82898_f.rotateAngleX = MathHelper.sin((float)par7Entity.ticksExisted * var8) * 4.5F * (float)Math.PI / 180.0F;
056        this.field_82898_f.rotateAngleY = 0.0F;
057        this.field_82898_f.rotateAngleZ = MathHelper.cos((float)par7Entity.ticksExisted * var8) * 2.5F * (float)Math.PI / 180.0F;
058
059        if (this.field_82900_g)
060        {
061            this.field_82898_f.rotateAngleX = -0.9F;
062            this.field_82898_f.field_82907_q = -0.09375F;
063            this.field_82898_f.field_82908_p = 0.1875F;
064        }
065    }
066
067    public int func_82899_a()
068    {
069        return 0;
070    }
071}