use this method to initialize all the modelrenderers for your mobs left arm concode_field_sep ItemStack torsoItem concode_elem_sep Item organs concode_elem_sep BodyPart[] torso concode_elem_sep ResourceLocation texture concode_elem_sep int textureWidth concode_elem_sep boolean isNecromancyInstalled concode_elem_sep ItemStack armItem concode_elem_sep ItemStack legItem concode_elem_sep ItemStack headItem concode_elem_sep BodyPart[] armLeft concode_elem_sep Object[] headRecipe concode_elem_sep Object[] armRecipe concode_elem_sep int textureHeight concode_elem_sep BodyPart[] armRight concode_elem_sep String mobName concode_elem_sep boolean hasArms concode_elem_sep BodyPart[] head concode_elem_sep BodyPart[] legs concode_elem_sep Object[] torsoRecipe concode_elem_sep boolean hasLegs concode_elem_sep boolean modelInit concode_elem_sep Object[] legRecipe concode_elem_sep boolean hasHead concode_elem_sep boolean hasTorso concode_field_sep NecroEntityBase updateParts concode_elem_sep void postRender concode_elem_sep BodyPart[] initTorso concode_elem_sep void preRender concode_elem_sep void initDefaultRecipes concode_elem_sep void initRecipes concode_elem_sep BodyPart[] initLegs concode_elem_sep BodyPart[] initHead concode_elem_sep void setAttributes concode_elem_sep void addAttributeMods concode_elem_sep void setRotationAngles concode_elem_sep BodyPart[] initArmRight concode_elem_sep void attackEntityAsMob
BodyPart [ ] function ( ModelBase arg0 ) { return null ; }