001 package net.minecraft.client.model;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.entity.Entity;
006
007 @SideOnly(Side.CLIENT)
008 public class ModelEnderman extends ModelBiped
009 {
010 /** Is the enderman carrying a block? */
011 public boolean isCarrying = false;
012
013 /** Is the enderman attacking an entity? */
014 public boolean isAttacking = false;
015
016 public ModelEnderman()
017 {
018 super(0.0F, -14.0F, 64, 32);
019 float var1 = -14.0F;
020 float var2 = 0.0F;
021 this.bipedHeadwear = new ModelRenderer(this, 0, 16);
022 this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, var2 - 0.5F);
023 this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + var1, 0.0F);
024 this.bipedBody = new ModelRenderer(this, 32, 16);
025 this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, var2);
026 this.bipedBody.setRotationPoint(0.0F, 0.0F + var1, 0.0F);
027 this.bipedRightArm = new ModelRenderer(this, 56, 0);
028 this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 30, 2, var2);
029 this.bipedRightArm.setRotationPoint(-3.0F, 2.0F + var1, 0.0F);
030 this.bipedLeftArm = new ModelRenderer(this, 56, 0);
031 this.bipedLeftArm.mirror = true;
032 this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 30, 2, var2);
033 this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + var1, 0.0F);
034 this.bipedRightLeg = new ModelRenderer(this, 56, 0);
035 this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 30, 2, var2);
036 this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F + var1, 0.0F);
037 this.bipedLeftLeg = new ModelRenderer(this, 56, 0);
038 this.bipedLeftLeg.mirror = true;
039 this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 30, 2, var2);
040 this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F + var1, 0.0F);
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.bipedHead.showModel = true;
052 float var8 = -14.0F;
053 this.bipedBody.rotateAngleX = 0.0F;
054 this.bipedBody.rotationPointY = var8;
055 this.bipedBody.rotationPointZ = -0.0F;
056 this.bipedRightLeg.rotateAngleX -= 0.0F;
057 this.bipedLeftLeg.rotateAngleX -= 0.0F;
058 this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX * 0.5D);
059 this.bipedLeftArm.rotateAngleX = (float)((double)this.bipedLeftArm.rotateAngleX * 0.5D);
060 this.bipedRightLeg.rotateAngleX = (float)((double)this.bipedRightLeg.rotateAngleX * 0.5D);
061 this.bipedLeftLeg.rotateAngleX = (float)((double)this.bipedLeftLeg.rotateAngleX * 0.5D);
062 float var9 = 0.4F;
063
064 if (this.bipedRightArm.rotateAngleX > var9)
065 {
066 this.bipedRightArm.rotateAngleX = var9;
067 }
068
069 if (this.bipedLeftArm.rotateAngleX > var9)
070 {
071 this.bipedLeftArm.rotateAngleX = var9;
072 }
073
074 if (this.bipedRightArm.rotateAngleX < -var9)
075 {
076 this.bipedRightArm.rotateAngleX = -var9;
077 }
078
079 if (this.bipedLeftArm.rotateAngleX < -var9)
080 {
081 this.bipedLeftArm.rotateAngleX = -var9;
082 }
083
084 if (this.bipedRightLeg.rotateAngleX > var9)
085 {
086 this.bipedRightLeg.rotateAngleX = var9;
087 }
088
089 if (this.bipedLeftLeg.rotateAngleX > var9)
090 {
091 this.bipedLeftLeg.rotateAngleX = var9;
092 }
093
094 if (this.bipedRightLeg.rotateAngleX < -var9)
095 {
096 this.bipedRightLeg.rotateAngleX = -var9;
097 }
098
099 if (this.bipedLeftLeg.rotateAngleX < -var9)
100 {
101 this.bipedLeftLeg.rotateAngleX = -var9;
102 }
103
104 if (this.isCarrying)
105 {
106 this.bipedRightArm.rotateAngleX = -0.5F;
107 this.bipedLeftArm.rotateAngleX = -0.5F;
108 this.bipedRightArm.rotateAngleZ = 0.05F;
109 this.bipedLeftArm.rotateAngleZ = -0.05F;
110 }
111
112 this.bipedRightArm.rotationPointZ = 0.0F;
113 this.bipedLeftArm.rotationPointZ = 0.0F;
114 this.bipedRightLeg.rotationPointZ = 0.0F;
115 this.bipedLeftLeg.rotationPointZ = 0.0F;
116 this.bipedRightLeg.rotationPointY = 9.0F + var8;
117 this.bipedLeftLeg.rotationPointY = 9.0F + var8;
118 this.bipedHead.rotationPointZ = -0.0F;
119 this.bipedHead.rotationPointY = var8 + 1.0F;
120 this.bipedHeadwear.rotationPointX = this.bipedHead.rotationPointX;
121 this.bipedHeadwear.rotationPointY = this.bipedHead.rotationPointY;
122 this.bipedHeadwear.rotationPointZ = this.bipedHead.rotationPointZ;
123 this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
124 this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
125 this.bipedHeadwear.rotateAngleZ = this.bipedHead.rotateAngleZ;
126
127 if (this.isAttacking)
128 {
129 float var10 = 1.0F;
130 this.bipedHead.rotationPointY -= var10 * 5.0F;
131 }
132 }
133 }