package net.minecraft.client.model; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.passive.EntitySheep; /**+ * This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code. * * Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!" * Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team * * EaglercraftX 1.8 patch files are (c) 2022-2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ public class ModelSheep2 extends ModelQuadruped { private float headRotationAngleX; public ModelSheep2() { super(12, 0.0F); this.head = new ModelRenderer(this, 0, 0); this.head.addBox(-3.0F, -4.0F, -6.0F, 6, 6, 8, 0.0F); this.head.setRotationPoint(0.0F, 6.0F, -8.0F); this.body = new ModelRenderer(this, 28, 8); this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 0.0F); this.body.setRotationPoint(0.0F, 5.0F, 2.0F); } /**+ * Used for easily adding entity-dependent animations. The * second and third float params here are the same second and * third as in the setRotationAngles method. */ public void setLivingAnimations(EntityLivingBase entitylivingbase, float f, float f1, float f2) { super.setLivingAnimations(entitylivingbase, f, f1, f2); this.head.rotationPointY = 6.0F + ((EntitySheep) entitylivingbase).getHeadRotationPointY(f2) * 9.0F; this.headRotationAngleX = ((EntitySheep) entitylivingbase).getHeadRotationAngleX(f2); } /**+ * Sets the model's various rotation angles. For bipeds, par1 * and par2 are used for animating the movement of arms and * legs, where par1 represents the time(so that arms and legs * swing back and forth) and par2 represents how "far" arms and * legs can swing at most. */ public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.head.rotateAngleX = this.headRotationAngleX; } }