public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5) { super.setRotationAngles(f, f1, f2, f3, f4, f5, null); head.rotateAngleX = f4 / 57.29578F; head.rotateAngleY = f4 / 57.29578F; flame.rotateAngleX = f4 / 57.29578F; flame.rotateAngleY = f4 / 57.29578F; mouth.rotateAngleX = f4 / 57.29578F; mouth.rotateAngleY = f4 / 57.29578F; glare1.rotateAngleX = f4 / 57.29578F; glare1.rotateAngleY = f4 / 57.29578F; glare2.rotateAngleX = f4 / 57.29578F; glare2.rotateAngleY = f4 / 57.29578F; shoulder1.rotateAngleX = -MathHelper.cos(f * 0.4F) * 1.0F * f1; arm1.rotateAngleX = -MathHelper.cos(f * 0.4F) * 1.0F * f1; arm3.rotateAngleX = -MathHelper.cos(f * 0.4F) * 1.0F * f1; arm5.rotateAngleX = -MathHelper.cos(f * 0.4F) * 1.0F * f1; arm2.rotateAngleX = MathHelper.cos(f * 0.4F) * 1.0F * f1; arm4.rotateAngleX = MathHelper.cos(f * 0.4F) * 1.0F * f1; arm6.rotateAngleX = MathHelper.cos(f * 0.4F) * 1.0F * f1; shoulder2.rotateAngleX = MathHelper.cos(f * 0.4F) * 1.0F * f1; thigh1.rotateAngleX = MathHelper.cos(f * 0.4F) * 0.7F * f1; leg1.rotateAngleX = MathHelper.cos(f * 0.4F) * 0.7F * f1; foot1.rotateAngleX = MathHelper.cos(f * 0.4F) * 0.7F * f1; thigh2.rotateAngleX = -MathHelper.cos(f * 0.4F) * 0.7F * f1; leg2.rotateAngleX = -MathHelper.cos(f * 0.4F) * 0.7F * f1; foot2.rotateAngleX = -MathHelper.cos(f * 0.4F) * 0.7F * f1; }
@Override public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity par7Entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, par7Entity); HEADROT.rotateAngleX = Math.min(Math.max(f4, -15), +15) * (float) (Math.PI / 180f); HEADROT.rotateAngleY = Math.min(Math.max(f3, -45), +45) * (float) (Math.PI / 180f); }
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5) { super.setRotationAngles(f, f1, f2, f3, f4, f5, null); leg1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.0F * f1; leg2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.0F * f1; leg1.rotateAngleZ = MathHelper.cos(f * 0.6662F) * 1.0F * f1; leg2.rotateAngleZ = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.0F * f1; }
public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.inner1.rotateAngleY = f3 / (180F / (float) Math.PI); this.inner2.rotateAngleY = f3 / (180F / (float) Math.PI); this.inner3.rotateAngleY = f3 / (180F / (float) Math.PI); this.bottom.rotateAngleY = f3 / (180F / (float) Math.PI); this.Aleg.rotateAngleY = f3 / (180F / (float) Math.PI); this.Aleg2.rotateAngleY = f3 / (180F / (float) Math.PI); this.Bside1.rotateAngleY = f3 / (180F / (float) Math.PI); this.Bside2.rotateAngleY = f3 / (180F / (float) Math.PI); this.Bside3.rotateAngleY = f3 / (180F / (float) Math.PI); this.Bside4.rotateAngleY = f3 / (180F / (float) Math.PI); this.Cside1.rotateAngleY = f3 / (180F / (float) Math.PI); this.Cside2.rotateAngleY = f3 / (180F / (float) Math.PI); this.Cside3.rotateAngleY = f3 / (180F / (float) Math.PI); this.Cside4.rotateAngleY = f3 / (180F / (float) Math.PI); this.apple.rotateAngleY = f3 / (180F / (float) Math.PI); this.pine.rotateAngleY = f3 / (180F / (float) Math.PI); this.lemon.rotateAngleY = f3 / (180F / (float) Math.PI); this.lime.rotateAngleY = f3 / (180F / (float) Math.PI); this.bubble.rotateAngleY = f3 / (180F / (float) Math.PI); }
@Override public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity e) { super.setRotationAngles(f, f1, f2, f3, f4, f5, e); if ((e instanceof EntityBunny && ((EntityBunny) e).isSitting())) { Body.rotateAngleX = 0.95993f; Leg1.rotateAngleX = Leg2.rotateAngleX = -1.5708f; Leg3.rotateAngleX = Leg4.rotateAngleX = -0.2818f; Leg1.rotationPointY = Leg2.rotationPointY = 23; Leg1.rotationPointZ = Leg2.rotationPointZ = 2; } else { Leg1.rotationPointY = Leg2.rotationPointY = 19; Leg1.rotationPointZ = Leg2.rotationPointZ = 3; this.Body.rotateAngleX = ((float) Math.PI / 2F); this.Leg1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1; this.Leg2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.4F * f1; this.Leg3.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.4F * f1; this.Leg4.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1; } this.Head.rotateAngleX = f4 / (180F / (float) Math.PI); this.Head.rotateAngleY = f3 / (180F / (float) Math.PI); this.Ear1.rotateAngleX = f4 / (180F / (float) Math.PI); this.Ear1.rotateAngleY = f3 / (180F / (float) Math.PI); this.Ear2.rotateAngleX = f4 / (180F / (float) Math.PI); this.Ear2.rotateAngleY = f3 / (180F / (float) Math.PI); this.tail.rotateAngleX = ((float) Math.PI / 2F); }
/** * The standard setRotationAngles method from ModelBase with correct parameter mappings. Calls the * superclass method. * * @param swingProgress - The arm swing progress of the Entity being rendered. * @param swingProgressPrev - The previous tick's arm swing progress of the Entity being rendered. * @param idleProgress - The idle arm swing progress of the Entity being rendered. * @param headYaw - The head rotation yaw of the Entity being rendered. * @param headPitch - The head rotation pitch of the Entity being rendered. * @param boxTranslation - The box translation offset. Default value is 0.0625F * @param entity - The Entity instance being rendered. */ @Override public void setRotationAngles( float swingProgress, float swingProgressPrev, float idleProgress, float headYaw, float headPitch, float boxTranslation, Entity entity) { super.setRotationAngles( swingProgress, swingProgressPrev, idleProgress, headYaw, headPitch, boxTranslation, entity); }
public void setRotationAngles( float time, float distance, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(time, distance, f2, f3, f4, f5, entity); float baseRotation = MathHelper.cos(time * 0.6662F) * 1.4F * distance; Ball1.rotateAngleX = baseRotation; Ball2.rotateAngleX = -baseRotation; Base1.rotateAngleY = baseRotation; Base2.rotateAngleY = baseRotation; Base3.rotateAngleY = baseRotation; Base4.rotateAngleY = baseRotation; Base5.rotateAngleY = baseRotation; Dickehead6.rotateAngleY = baseRotation; }
public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.head.rotateAngleY = f3 / (180F / (float) Math.PI); this.head.rotateAngleX = f4 / (180F / (float) Math.PI); this.rightarm.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 2.0F * f1 * 0.5F * 0.5F; this.leftarm.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F * 0.5F; this.rightarm.rotateAngleZ = 0.0F; this.leftarm.rotateAngleZ = 0.0F; this.rightleg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1 * 0.5F; this.leftleg.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.4F * f1 * 0.5F; this.rightleg.rotateAngleY = 0.0F; this.leftleg.rotateAngleY = 0.0F; }
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); this.head.rotateAngleX = par5 / (180F / (float) Math.PI); this.head.rotateAngleY = par4 / (180F / (float) Math.PI); this.snout.rotateAngleX = this.head.rotateAngleX; this.snout.rotateAngleY = this.head.rotateAngleY; this.rightear.rotateAngleX = this.head.rotateAngleX; this.rightear.rotateAngleY = this.head.rotateAngleY; this.leftear.rotateAngleX = this.head.rotateAngleX; this.leftear.rotateAngleY = this.head.rotateAngleY; this.righthorn.rotateAngleX = this.head.rotateAngleX; this.righthorn.rotateAngleY = this.head.rotateAngleY; this.lefthorn.rotateAngleX = this.head.rotateAngleX; this.lefthorn.rotateAngleY = this.head.rotateAngleY; }
@Override public void setRotationAngles( float limbSwing, float prevLimbSwing, float entityTickTime, float rotationYaw, float rotationPitch, float unitPixel, Entity entity) { super.setRotationAngles( limbSwing, prevLimbSwing, entityTickTime, rotationYaw, rotationPitch, unitPixel, entity); EntityBotFly var8 = (EntityBotFly) entity; RWing1.rotateAngleX = var8.wingFloat; RWing2.rotateAngleX = var8.wingFloat; LWing1.rotateAngleX = var8.wingFloat; LWing2.rotateAngleX = var8.wingFloat; }
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5) { super.setRotationAngles(f, f1, f2, f3, f4, f5, null); rightarm.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightHandle.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightTopRung.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightBack1.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1 + 0.446141063F; RightBack2.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1 + -0.446141063F; RightBack3.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightBack4.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightFront1.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1 + 0.446141063F; RightFront2.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1 + -0.446141063F; RightFront3.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightFront4.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightTopSpike.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightMain.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightBottomRung.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightBottomSpike.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightHammerSpike1.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightHammerSpike2.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightHammerSpike3.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; RightHammerSpike4.rotateAngleX = MathHelper.cos(f * .5F + (float) Math.PI) * 0.7F * f1; LeftHandle.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftTopRung.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftBack1.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1 + 0.446141063F; LeftBack2.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1 + -0.446141063F; LeftBack3.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftBack4.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftFront1.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1 + 0.446141063F; LeftFront2.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1 + -0.446141063F; LeftFront3.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftFront4.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftTopSpike.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftMain.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftBottomRung.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftBottomSpike.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftHammerSpike1.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftHammerSpike2.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftHammerSpike3.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; LeftHammerSpike4.rotateAngleX = MathHelper.cos(f * .5F) * 0.7F * f1; rightleg.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.0F * f1; leftleg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.0F * f1; }
public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.golemHead.rotateAngleY = f3 / (180F / (float) Math.PI); this.golemHead.rotateAngleX = f4 / (180F / (float) Math.PI); this.legLeftTop.rotateAngleX = -1.5F * this.func_78172_a(f, 13.0F) * f1 + -0.2974289F; this.legLeftMiddle.rotateAngleX = -1.5F * this.func_78172_a(f, 13.0F) * f1; this.legLeftBottom.rotateAngleX = -1.5F * this.func_78172_a(f, 13.0F) * f1; this.legRightTop.rotateAngleX = 1.5F * this.func_78172_a(f, 13.0F) * f1 + -0.2974289F; this.legRightMiddle.rotateAngleX = 1.5F * this.func_78172_a(f, 13.0F) * f1; this.legRightBottom.rotateAngleX = 1.5F * this.func_78172_a(f, 13.0F) * f1; this.legLeftTop.rotateAngleY = -0.185895F; this.legLeftMiddle.rotateAngleY = -6.391F; this.legLeftBottom.rotateAngleY = 0.0F; this.legRightTop.rotateAngleY = 0.185895F; this.legRightMiddle.rotateAngleY = 6.391F; this.legRightBottom.rotateAngleY = 0.0F; }
/** * 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 var1, float var2, float var3, float var4, float var5, float var6, Entity var7) { super.setRotationAngles(var1, var2, var3, var4, var5, var6, var7); float var8 = (float) (Math.sin((double) (var1 * 20.0F) / (180D / Math.PI)) * (double) var2 * 0.5D); float var9 = (float) Math.PI; float var10 = var9 / 2.0F; float var11 = var9 * 3.0F / 11.0F; this.LeftFace.rotationPointY = var8 + 8.0F; this.LeftFace.rotationPointX = var8 * 0.5F; this.BodyLeftSide1.rotationPointY = 8.0F - var8 * 0.5F; this.BodyLeftSide2.rotationPointY = 9.0F + var8 * 0.5F; this.RightFace.rotationPointY = 8.0F - var8; this.RightFace.rotationPointX = -var8 * 0.5F; this.BodyRightSide1.rotationPointY = 8.0F - var8 * 0.5F; this.BodyRightSide2.rotationPointY = 9.0F + var8 * 0.5F; this.Tail1.rotationPointX = (float) (Math.sin((double) (var1 * 20.0F) / (180D / Math.PI)) * (double) var2 * 0.75D); this.Tail1.rotateAngleY = (float) Math.pow(0.9900000095367432D, -4.0D) * 1.0F * var9 / 4.0F * MathHelper.cos(-0.055F * var1 + var10); this.Tail1.rotationPointY = 8.0F - var8; this.Tail2.rotationPointX = (float) Math.pow(0.9900000095367432D, 1.0D) * 1.0F * var9 / 4.0F * MathHelper.cos(-0.055F * var1 + var10); this.Tail2.rotationPointY = var8 * 1.25F; this.Tail2.rotateAngleY = this.Tail1.rotateAngleY + 0.25F; this.Tail3.rotationPointX = (float) Math.pow(0.9900000095367432D, 2.0D) * 1.0F * var9 / 4.0F * MathHelper.cos(-0.055F * var1 + var10); this.Tail3.rotationPointY = -var8; this.Tail3.rotateAngleY = this.Tail2.rotateAngleY + 0.35F; }
@Override public void setRotationAngles( float limbSwing, float limbSwingAngle, float entityTickTime, float rotationYaw, float rotationPitch, float unitPixel, Entity entity) { super.setRotationAngles( limbSwing, limbSwingAngle, entityTickTime, rotationYaw, rotationPitch, unitPixel, entity); EntityMidgeSwarm midge = (EntityMidgeSwarm) entity; WingL.rotateAngleX = midge.wingFloat; WingL2.rotateAngleX = midge.wingFloat; WingL3.rotateAngleX = midge.wingFloat; WingL4.rotateAngleX = midge.wingFloat; WingR.rotateAngleX = midge.wingFloat; WingR2.rotateAngleX = midge.wingFloat; WingR3.rotateAngleX = midge.wingFloat; WingR4.rotateAngleX = midge.wingFloat; }
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); this.Leg1MidB.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.Leg1MidT.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.Foot1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.Heel1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.Foot1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.Toe1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.Leg2MidB.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 1.4F * par2; this.Leg2MidT.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 1.4F * par2; this.Foot2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 1.4F * par2; this.Heel2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 1.4F * par2; this.Toe2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 1.4F * par2; this.Arm1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.Arm2.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.Arm2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 1.4F * par2; this.Arm4.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 1.4F * par2; { } }
@Override public void superSetRotationAngles( float par1, float par2, float par3, float par4, float par5, float par6, Object entity) { super.setRotationAngles(par1, par2, par3, par4, par5, par6, (Entity) entity); }
public void setRotationAngles( float var1, float var2, float var3, float var4, float var5, float var6) { super.setRotationAngles(var1, var2, var3, var4, var5, var6, (Entity) null); }
@Override public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); if (entity instanceof EntityStatue) return; EntityOverlordCore core = (EntityOverlordCore) entity; brainSac.rotateAngleY = brain.rotateAngleY = (f3 / (180F / (float) Math.PI)) * 0.35F; brainSac.rotateAngleX = brain.rotateAngleX = (f4 / (180F / (float) Math.PI)) * 0.35F; brainSac.rotateAngleZ = 0F; head.rotateAngleX = 0F; brain.rotateAngleZ = 0F; upperLegFR.rotateAngleY = upperLegFL.rotateAngleY = upperLegFMR.rotateAngleY = upperLegFML.rotateAngleY = legBMR.rotateAngleY = legBML.rotateAngleY = legBR.rotateAngleY = legBL.rotateAngleY = (f3 / (180F / (float) Math.PI)); upperLegFR.rotateAngleZ = upperLegFL.rotateAngleZ = upperLegFMR.rotateAngleZ = upperLegFML.rotateAngleZ = legBMR.rotateAngleZ = legBML.rotateAngleZ = legBR.rotateAngleZ = legBL.rotateAngleZ = (f4 / (180F / (float) Math.PI)); if (core.getTransformationTicks() > 0) { upperLegFL.rotateAngleZ = this.simplifyAngle(core.ticksExisted, 10.0F) * 0.38F - 0.38F; upperLegFR.rotateAngleZ = this.simplifyAngle(core.ticksExisted - 7, 10.0F) * -0.38F + 0.38F; upperLegFML.rotateAngleZ = this.simplifyAngle(core.ticksExisted + 4, 10.0F) * 0.21F - 0.21F; upperLegFMR.rotateAngleZ = this.simplifyAngle(core.ticksExisted - 2, 10.0F) * -0.21F + 0.21F; legBML.rotateAngleZ = this.simplifyAngle(core.ticksExisted + 4, 6.0F) * 0.22F - 0.22F; legBMR.rotateAngleZ = this.simplifyAngle(core.ticksExisted + 2, 6.0F) * -0.22F + 0.22F; legBR.rotateAngleZ = this.simplifyAngle(core.ticksExisted, 6.0F) * -0.22F + 0.22F; legBL.rotateAngleZ = this.simplifyAngle(core.ticksExisted - 3, 6.0F) * 0.22F - 0.22F; head.rotateAngleX = -0.23F; if (core.getTransformationTicks() >= 20) { pincerLeft.rotateAngleY = 0.57F - this.simplifyAngle(core.ticksExisted, 3F) * 0.125F; pincerRight.rotateAngleY = -0.57F + this.simplifyAngle(core.ticksExisted, 3F) * 0.125F; lowerJaw.rotateAngleX = 0.35F + this.simplifyAngle(core.ticksExisted, 5F) * 0.0125F; } else { pincerRight.rotateAngleY = -0.47F; pincerLeft.rotateAngleY = 0.47F; lowerJaw.rotateAngleX = -0.13F; } return; } if (core.getHoverTicks() > 0) { upperLegFL.rotateAngleZ = this.simplifyAngle(core.getHoverTicks(), 10.0F) * 0.38F - 0.38F; upperLegFR.rotateAngleZ = this.simplifyAngle(core.getHoverTicks() - 7, 10.0F) * -0.38F + 0.38F; upperLegFML.rotateAngleZ = this.simplifyAngle(core.getHoverTicks() + 4, 10.0F) * 0.21F - 0.21F; upperLegFMR.rotateAngleZ = this.simplifyAngle(core.getHoverTicks() - 2, 10.0F) * -0.21F + 0.21F; legBML.rotateAngleZ = this.simplifyAngle(core.getHoverTicks() + 4, 6.0F) * 0.22F - 0.22F; legBMR.rotateAngleZ = this.simplifyAngle(core.getHoverTicks() + 2, 6.0F) * -0.22F + 0.22F; legBR.rotateAngleZ = this.simplifyAngle(core.getHoverTicks(), 6.0F) * -0.22F + 0.22F; legBL.rotateAngleZ = this.simplifyAngle(core.getHoverTicks() - 3, 6.0F) * 0.22F - 0.22F; pincerLeft.rotateAngleY = this.simplifyAngle(core.getHoverTicks(), 5.0F) * 0.15F + 0.36F; pincerRight.rotateAngleY = this.simplifyAngle(core.getHoverTicks(), 5.0F) * -0.15F - 0.36F; lowerJaw.rotateAngleX = this.simplifyAngle(core.getHoverTicks(), 5.0F) * -0.15F + 0.25F; brainSac.rotateAngleZ = brain.rotateAngleZ = this.simplifyAngle(core.getHoverTicks() + 2, 5.0F) * -0.05F + 0.025F; brainSac.rotateAngleX = brain.rotateAngleX = this.simplifyAngle(core.getHoverTicks(), 3.0F) * -0.025F + 0.025F; } else { if (core.getDropTicks() > 10 && core.isNearTarget()) { upperLegFL.rotateAngleZ = this.simplifyAngle(core.getDropTicks(), 10.0F) * 0.38F - 0.38F; upperLegFR.rotateAngleZ = this.simplifyAngle(core.getDropTicks() - 7, 10.0F) * -0.38F + 0.38F; upperLegFML.rotateAngleZ = this.simplifyAngle(core.getDropTicks() + 4, 10.0F) * 0.21F - 0.21F; upperLegFMR.rotateAngleZ = this.simplifyAngle(core.getDropTicks() - 2, 10.0F) * -0.21F + 0.21F; legBML.rotateAngleZ = this.simplifyAngle(core.getDropTicks() + 4, 6.0F) * 0.22F - 0.22F; legBMR.rotateAngleZ = this.simplifyAngle(core.getDropTicks() + 2, 6.0F) * -0.22F + 0.22F; legBR.rotateAngleZ = this.simplifyAngle(core.getDropTicks(), 6.0F) * -0.22F + 0.22F; legBL.rotateAngleZ = this.simplifyAngle(core.getDropTicks() - 3, 6.0F) * 0.22F - 0.22F; pincerLeft.rotateAngleY = this.simplifyAngle(core.getDropTicks(), 5.0F) * 0.25F + 0.36F; pincerRight.rotateAngleY = this.simplifyAngle(core.getDropTicks(), 5.0F) * -0.25F - 0.36F; lowerJaw.rotateAngleX = this.simplifyAngle(core.getDropTicks(), 5.0F) * -0.15F + 0.25F; head.rotateAngleX = 1.05F; } else if (core.isNearTarget() || core.getHurtTicks() > 0) { upperLegFL.rotateAngleZ = this.simplifyAngle(core.ticksExisted, 10.0F) * 0.38F - 0.38F; upperLegFR.rotateAngleZ = this.simplifyAngle(core.ticksExisted - 7, 10.0F) * -0.38F + 0.38F; upperLegFML.rotateAngleZ = this.simplifyAngle(core.ticksExisted + 4, 10.0F) * 0.21F - 0.21F; upperLegFMR.rotateAngleZ = this.simplifyAngle(core.ticksExisted - 2, 10.0F) * -0.21F + 0.21F; legBML.rotateAngleZ = this.simplifyAngle(core.ticksExisted + 4, 6.0F) * 0.22F - 0.22F; legBMR.rotateAngleZ = this.simplifyAngle(core.ticksExisted + 2, 6.0F) * -0.22F + 0.22F; legBR.rotateAngleZ = this.simplifyAngle(core.ticksExisted, 6.0F) * -0.22F + 0.22F; legBL.rotateAngleZ = this.simplifyAngle(core.ticksExisted - 3, 6.0F) * 0.22F - 0.22F; pincerLeft.rotateAngleY = this.simplifyAngle(core.ticksExisted, 5.0F) * 0.25F + 0.36F; pincerRight.rotateAngleY = this.simplifyAngle(core.ticksExisted, 5.0F) * -0.25F - 0.36F; lowerJaw.rotateAngleX = this.simplifyAngle(core.getHoverTicks(), 5.0F) * -0.15F + 0.25F; } if (core.getVulnerableTicks() > 0 || core.getHurtTicks() > 0) { brainSac.rotateAngleZ = brain.rotateAngleZ = this.simplifyAngle(core.getVulnerableTicks() + 6, 15.0F) * -0.05F + 0.05F; brainSac.rotateAngleX = brain.rotateAngleX = this.simplifyAngle(core.getVulnerableTicks() - 12, 15.0F) * -0.05F + 0.05F; brainSac.rotateAngleY = brain.rotateAngleY = this.simplifyAngle(core.getVulnerableTicks(), 15.0F) * -0.05F + 0.05F; } } }
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5) { super.setRotationAngles(f, f1, f2, f3, f4, f5, null); }
public void setRotationAngles( Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); }
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5) { super.setRotationAngles(f, f1, f2, f3, f4, f5, null); rightleg1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1; Leftleg1.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.4F * f1; Jaw2.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1; }
@Override public void setRotationAngles( float par1, float par2, float par3, float par4, float par5, float par6, Entity entity) { super.setRotationAngles(par1, par2, par3, par4, par5, par6, entity); }
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5) { super.setRotationAngles(f, f1, f2, f3, f4, f5, null); this.Shape1.rotationPointY = (MathHelper.sin(f2 * 0.3F) * 6F) + 7; this.Shape2.rotationPointY = (MathHelper.sin(f2 * 0.2F) * 6F) + 7; this.Shape3.rotationPointY = (MathHelper.sin(f2 * 0.4F) * 6F) + 7; }
@Override public void setRotationAngles( float par1, float par2, float par3, float par4, float par5, float par6, Entity e) { final EntitySkeletonBoss boss = (EntitySkeletonBoss) e; super.setRotationAngles(par1, par2, par3, par4, par5, par6, e); this.UpperHead.rotateAngleY = 0; this.UpperHead.rotateAngleX = 0; this.RightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 2.0F * par2 * 0.5F; this.LeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F; this.RightArm.rotateAngleZ = 0.0F; this.LeftArm.rotateAngleZ = 0.0F; this.RightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.LeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 1.4F * par2; this.RightLeg.rotateAngleY = 0.0F; this.LeftLeg.rotateAngleY = 0.0F; if (this.isRiding) { this.RightArm.rotateAngleX += -((float) Math.PI / 5F); this.LeftArm.rotateAngleX += -((float) Math.PI / 5F); this.RightLeg.rotateAngleX = -((float) Math.PI * 2F / 5F); this.LeftLeg.rotateAngleX = -((float) Math.PI * 2F / 5F); this.RightLeg.rotateAngleY = (float) Math.PI / 10F; this.LeftLeg.rotateAngleY = -((float) Math.PI / 10F); } this.RightArm.rotateAngleY = 0.0F; this.LeftArm.rotateAngleY = 0.0F; float var7; float var8; if (this.onGround > -9990.0F) { var7 = this.onGround; this.Spine.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var7) * (float) Math.PI * 2.0F) * 0.2F; this.RightArm.rotationPointZ = MathHelper.sin(this.Spine.rotateAngleY) * 5.0F; this.RightArm.rotationPointX = -MathHelper.cos(this.Spine.rotateAngleY) * 5.0F; this.LeftArm.rotationPointZ = -MathHelper.sin(this.Spine.rotateAngleY) * 5.0F; this.LeftArm.rotationPointX = MathHelper.cos(this.Spine.rotateAngleY) * 5.0F; this.RightArm.rotateAngleY += this.Spine.rotateAngleY; this.LeftArm.rotateAngleY += this.Spine.rotateAngleY; this.LeftArm.rotateAngleX += this.Spine.rotateAngleY; var7 = 1.0F - this.onGround; var7 *= var7; var7 *= var7; var7 = 1.0F - var7; var8 = MathHelper.sin(var7 * (float) Math.PI); final float var9 = MathHelper.sin(this.onGround * (float) Math.PI) * -(this.UpperHead.rotateAngleX - 0.7F) * 0.75F; this.RightArm.rotateAngleX = (float) (this.RightArm.rotateAngleX - (var8 * 1.2D + var9)); this.RightArm.rotateAngleY += this.Spine.rotateAngleY * 2.0F; this.RightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float) Math.PI) * -0.4F; } this.RightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; this.LeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; this.RightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; this.LeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; MathHelper.sin(this.onGround * (float) Math.PI); MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float) Math.PI); var7 = 0.0F; var8 = 0.0F; this.RightArm.rotateAngleZ = 0.0F; this.LeftArm.rotateAngleZ = 0.0F; this.RightArm.rotateAngleY = -(0.1F - var7 * 0.6F) + this.UpperHead.rotateAngleY; this.LeftArm.rotateAngleY = 0.1F - var7 * 0.6F + this.UpperHead.rotateAngleY + 0.4F; this.RightArm.rotateAngleX = -((float) Math.PI / 2F) + this.UpperHead.rotateAngleX; this.LeftArm.rotateAngleX = -((float) Math.PI / 2F) + this.UpperHead.rotateAngleX; this.RightArm.rotateAngleX -= var7 * 1.2F - var8 * 0.4F; this.LeftArm.rotateAngleX -= var7 * 1.2F - var8 * 0.4F; this.RightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; this.LeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; this.RightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; this.LeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; final float f6 = MathHelper.sin(this.onGround * (float) Math.PI); final float f7 = MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float) Math.PI); this.RightArm.rotateAngleZ = 0.0F; this.LeftArm.rotateAngleZ = 0.0F; this.RightArm.rotateAngleY = -(0.1F - f6 * 0.6F); this.LeftArm.rotateAngleY = 0.1F - f6 * 0.6F; this.RightArm.rotateAngleX = -((float) Math.PI / 2F); this.LeftArm.rotateAngleX = -((float) Math.PI / 2F); this.RightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F; this.LeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F; this.RightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; this.LeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; this.RightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; this.LeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; if (boss.throwTimer + boss.postThrowDelay > 0) { this.RightArm.rotateAngleX -= MathHelper.cos((boss.throwTimer + boss.postThrowDelay) * 0.05F) * 1.2F + 0.05F; this.LeftArm.rotateAngleX -= MathHelper.cos((boss.throwTimer + boss.postThrowDelay) * 0.05F) * 1.2F + 0.05F; } }
@Override public void setRotationAngles( float par1, float par2, float par3, float par4, float par5, float par6, Entity entity) { if (master != null) master.setRotationAngles(par1, par2, par3, par4, par5, par6, entity); else super.setRotationAngles(par1, par2, par3, par4, par5, par6, entity); }
@Override public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity ent) { super.setRotationAngles(f, f1, f2, f3, f4, f5, ent); }
public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity ent) { super.setRotationAngles(f, f1, f2, f3, f4, f5, ent); FootRight.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.0F * f1; Footleft.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.0F * f1; }
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); }
public void setRotationAngles( float f, float f1, float f2, float f3, float f4, float f5, Entity e) { super.setRotationAngles(f, f1, f2, f3, f4, f5, e); }
/** * 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 var1, float var2, float var3, float var4, float var5, float var6, Entity var7) { super.setRotationAngles(var1, var2, var3, var4, var5, var6, var7); }