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 ModelWitch extends ModelVillager 008 { 009 public boolean field_82900_g = false; 010 private ModelRenderer field_82901_h = (new ModelRenderer(this)).setTextureSize(64, 128); 011 private ModelRenderer field_82902_i; 012 013 public ModelWitch(float par1) 014 { 015 super(par1, 0.0F, 64, 128); 016 this.field_82901_h.setRotationPoint(0.0F, -2.0F, 0.0F); 017 this.field_82901_h.setTextureOffset(0, 0).addBox(0.0F, 3.0F, -6.75F, 1, 1, 1, -0.25F); 018 this.field_82898_f.addChild(this.field_82901_h); 019 this.field_82902_i = (new ModelRenderer(this)).setTextureSize(64, 128); 020 this.field_82902_i.setRotationPoint(-5.0F, -10.03125F, -5.0F); 021 this.field_82902_i.setTextureOffset(0, 64).addBox(0.0F, 0.0F, 0.0F, 10, 2, 10); 022 this.villagerHead.addChild(this.field_82902_i); 023 ModelRenderer var2 = (new ModelRenderer(this)).setTextureSize(64, 128); 024 var2.setRotationPoint(1.75F, -4.0F, 2.0F); 025 var2.setTextureOffset(0, 76).addBox(0.0F, 0.0F, 0.0F, 7, 4, 7); 026 var2.rotateAngleX = -0.05235988F; 027 var2.rotateAngleZ = 0.02617994F; 028 this.field_82902_i.addChild(var2); 029 ModelRenderer var3 = (new ModelRenderer(this)).setTextureSize(64, 128); 030 var3.setRotationPoint(1.75F, -4.0F, 2.0F); 031 var3.setTextureOffset(0, 87).addBox(0.0F, 0.0F, 0.0F, 4, 4, 4); 032 var3.rotateAngleX = -0.10471976F; 033 var3.rotateAngleZ = 0.05235988F; 034 var2.addChild(var3); 035 ModelRenderer var4 = (new ModelRenderer(this)).setTextureSize(64, 128); 036 var4.setRotationPoint(1.75F, -2.0F, 2.0F); 037 var4.setTextureOffset(0, 95).addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.25F); 038 var4.rotateAngleX = -0.20943952F; 039 var4.rotateAngleZ = 0.10471976F; 040 var3.addChild(var4); 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 this.field_82898_f.field_82906_o = this.field_82898_f.field_82908_p = this.field_82898_f.field_82907_q = 0.0F; 052 float var8 = 0.01F * (float)(par7Entity.entityId % 10); 053 this.field_82898_f.rotateAngleX = MathHelper.sin((float)par7Entity.ticksExisted * var8) * 4.5F * (float)Math.PI / 180.0F; 054 this.field_82898_f.rotateAngleY = 0.0F; 055 this.field_82898_f.rotateAngleZ = MathHelper.cos((float)par7Entity.ticksExisted * var8) * 2.5F * (float)Math.PI / 180.0F; 056 057 if (this.field_82900_g) 058 { 059 this.field_82898_f.rotateAngleX = -0.9F; 060 this.field_82898_f.field_82907_q = -0.09375F; 061 this.field_82898_f.field_82908_p = 0.1875F; 062 } 063 } 064 065 public int func_82899_a() 066 { 067 return 0; 068 } 069 }