package net.minecraft.client.model;

import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntitySkeleton;

public class ModelSkeleton extends ModelZombie
{
    public ModelSkeleton()
    {
        this(0.0F, false);
    }

    public ModelSkeleton(float p_i46303_1_, boolean p_i46303_2_)
    {
        super(p_i46303_1_, 0.0F, 64, 32);

        if (!p_i46303_2_)
        {
            this.bipedRightArm = new ModelRenderer(this, 40, 16);
            this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, p_i46303_1_);
            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, p_i46303_1_);
            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, p_i46303_1_);
            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, p_i46303_1_);
            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 entitylivingbaseIn, float p_78086_2_, float p_78086_3_, float partialTickTime)
    {
        this.aimedBow = ((EntitySkeleton)entitylivingbaseIn).getSkeletonType() == 1;
        super.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime);
    }

    /**
     * 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);
    }
}
