package addonDread.models;

import net.minecraft.client.model.ModelRenderer;
import net.minecraft.client.model.ModelZombie;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

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

	public ModelDeath(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(EntityLiving par1EntityLiving, float par2,
			float par3, float par4) {
		this.aimedBow = true;
		super.setLivingAnimations(par1EntityLiving, 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.
	 */
	@Override
	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);
	}
}
