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.entity.EntityLiving;
007import net.minecraft.entity.monster.EntityMagmaCube;
008
009@SideOnly(Side.CLIENT)
010public class ModelMagmaCube extends ModelBase
011{
012    ModelRenderer[] field_78109_a = new ModelRenderer[8];
013    ModelRenderer field_78108_b;
014
015    public ModelMagmaCube()
016    {
017        for (int var1 = 0; var1 < this.field_78109_a.length; ++var1)
018        {
019            byte var2 = 0;
020            int var3 = var1;
021
022            if (var1 == 2)
023            {
024                var2 = 24;
025                var3 = 10;
026            }
027            else if (var1 == 3)
028            {
029                var2 = 24;
030                var3 = 19;
031            }
032
033            this.field_78109_a[var1] = new ModelRenderer(this, var2, var3);
034            this.field_78109_a[var1].addBox(-4.0F, (float)(16 + var1), -4.0F, 8, 1, 8);
035        }
036
037        this.field_78108_b = new ModelRenderer(this, 0, 16);
038        this.field_78108_b.addBox(-2.0F, 18.0F, -2.0F, 4, 4, 4);
039    }
040
041    public int func_78107_a()
042    {
043        return 5;
044    }
045
046    /**
047     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
048     * and third as in the setRotationAngles method.
049     */
050    public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
051    {
052        EntityMagmaCube var5 = (EntityMagmaCube)par1EntityLiving;
053        float var6 = var5.field_70812_c + (var5.field_70811_b - var5.field_70812_c) * par4;
054
055        if (var6 < 0.0F)
056        {
057            var6 = 0.0F;
058        }
059
060        for (int var7 = 0; var7 < this.field_78109_a.length; ++var7)
061        {
062            this.field_78109_a[var7].rotationPointY = (float)(-(4 - var7)) * var6 * 1.7F;
063        }
064    }
065
066    /**
067     * Sets the models various rotation angles then renders the model.
068     */
069    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
070    {
071        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
072        this.field_78108_b.render(par7);
073
074        for (int var8 = 0; var8 < this.field_78109_a.length; ++var8)
075        {
076            this.field_78109_a[var8].render(par7);
077        }
078    }
079}