package net.minecraft.client.model;

import net.minecraft.entity.Entity;

public class ModelHumanoidHead extends ModelSkeletonHead
{
    private final ModelRenderer head = new ModelRenderer(this, 32, 0);

    public ModelHumanoidHead()
    {
        super(0, 0, 64, 64);
        this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.25F);
        this.head.setRotationPoint(0.0F, 0.0F, 0.0F);
    }

    /**
     * Sets the models various rotation angles then renders the model.
     */
    public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
    {
        super.render(entityIn, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale);
        this.head.render(scale);
    }

    /**
     * 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 p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
    {
        super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
        this.head.rotateAngleY = this.skeletonHead.rotateAngleY;
        this.head.rotateAngleX = this.skeletonHead.rotateAngleX;
    }
}
