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