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    import net.minecraft.entity.EntityLiving;
007    import net.minecraft.entity.monster.EntitySkeleton;
008    
009    @SideOnly(Side.CLIENT)
010    public class ModelSkeleton extends ModelZombie
011    {
012        public ModelSkeleton()
013        {
014            this(0.0F);
015        }
016    
017        public ModelSkeleton(float par1)
018        {
019            super(par1, 0.0F, 64, 32);
020            this.bipedRightArm = new ModelRenderer(this, 40, 16);
021            this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
022            this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
023            this.bipedLeftArm = new ModelRenderer(this, 40, 16);
024            this.bipedLeftArm.mirror = true;
025            this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
026            this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
027            this.bipedRightLeg = new ModelRenderer(this, 0, 16);
028            this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
029            this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
030            this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
031            this.bipedLeftLeg.mirror = true;
032            this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
033            this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
034        }
035    
036        /**
037         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
038         * and third as in the setRotationAngles method.
039         */
040        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
041        {
042            this.aimedBow = ((EntitySkeleton)par1EntityLiving).getSkeletonType() == 1;
043            super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
044        }
045    
046        /**
047         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
048         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
049         * "far" arms and legs can swing at most.
050         */
051        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
052        {
053            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
054        }
055    }