package net.minecraft.client.model;

import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.passive.EntitySheep;

public class ModelSheep1 extends ModelQuadruped
{
    private float headRotationAngleX;

    public ModelSheep1()
    {
        super(12, 0.0F);
        this.head = new ModelRenderer(this, 0, 0);
        this.head.addBox(-3.0F, -4.0F, -4.0F, 6, 6, 6, 0.6F);
        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, 1.75F);
        this.body.setRotationPoint(0.0F, 5.0F, 2.0F);
        float var1 = 0.5F;
        this.leg1 = new ModelRenderer(this, 0, 16);
        this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
        this.leg1.setRotationPoint(-3.0F, 12.0F, 7.0F);
        this.leg2 = new ModelRenderer(this, 0, 16);
        this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
        this.leg2.setRotationPoint(3.0F, 12.0F, 7.0F);
        this.leg3 = new ModelRenderer(this, 0, 16);
        this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
        this.leg3.setRotationPoint(-3.0F, 12.0F, -5.0F);
        this.leg4 = new ModelRenderer(this, 0, 16);
        this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, var1);
        this.leg4.setRotationPoint(3.0F, 12.0F, -5.0F);
    }

    /**
     * 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.
     */
    @Override
	public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_)
    {
        super.setLivingAnimations(p_78086_1_, p_78086_2_, p_78086_3_, p_78086_4_);
        this.head.rotationPointY = 6.0F + ((EntitySheep)p_78086_1_).getHeadRotationPointY(p_78086_4_) * 9.0F;
        this.headRotationAngleX = ((EntitySheep)p_78086_1_).getHeadRotationAngleX(p_78086_4_);
    }

    /**
     * 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.
     */
    @Override
	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 p_78087_7_)
    {
        super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, p_78087_7_);
        this.head.rotateAngleX = this.headRotationAngleX;
    }
}
