package net.minecraft.client.model;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntitySkeleton;

@SideOnly(Side.CLIENT)
public class ModelSkeleton extends ModelZombie
{
    public ModelSkeleton()
    {
        this(0.0F);
    }

    public ModelSkeleton(float par1)
    {
        super(par1, 0.0F, 64, 32);
        this.bipedRightArm = new ModelRenderer(this, 40, 16);
        this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
        this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
        this.bipedLeftArm = new ModelRenderer(this, 40, 16);
        this.bipedLeftArm.mirror = true;
        this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, par1);
        this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
        this.bipedRightLeg = new ModelRenderer(this, 0, 16);
        this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
        this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
        this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
        this.bipedLeftLeg.mirror = true;
        this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, par1);
        this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
    }

    /**
     * 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.
     */
    public void setLivingAnimations(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
    {
        this.aimedBow = ((EntitySkeleton)par1EntityLivingBase).getSkeletonType() == 1;
        super.setLivingAnimations(par1EntityLivingBase, par2, par3, par4);
    }

    /**
     * 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 par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    {
        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    }
}
