public override bool Func_48135_b(EntityAnimal par1EntityAnimal)
        {
            if (par1EntityAnimal == this)
            {
                return(false);
            }

            if (!IsTamed())
            {
                return(false);
            }

            if (!(par1EntityAnimal is EntityWolf))
            {
                return(false);
            }

            EntityWolf entitywolf = (EntityWolf)par1EntityAnimal;

            if (!entitywolf.IsTamed())
            {
                return(false);
            }

            if (entitywolf.IsSitting())
            {
                return(false);
            }
            else
            {
                return(IsInLove() && entitywolf.IsInLove());
            }
        }
        /// <summary>
        /// This function is used when two same-species animals in 'love mode' breed to generate the new baby animal.
        /// </summary>
        public override EntityAnimal SpawnBabyAnimal(EntityAnimal par1EntityAnimal)
        {
            EntityWolf entitywolf = new EntityWolf(WorldObj);

            entitywolf.SetOwner(GetOwnerName());
            entitywolf.SetTamed(true);
            return(entitywolf);
        }
        /// <summary>
        /// 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.
        /// </summary>
        public override void SetLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
        {
            EntityWolf entitywolf = (EntityWolf)par1EntityLiving;

            if (entitywolf.IsAngry())
            {
                WolfTail.RotateAngleY = 0.0F;
            }
            else
            {
                WolfTail.RotateAngleY = MathHelper2.Cos(par2 * 0.6662F) * 1.4F * par3;
            }

            if (entitywolf.IsSitting())
            {
                WolfMane.SetRotationPoint(-1F, 16F, -3F);
                WolfMane.RotateAngleX = ((float)Math.PI * 2F / 5F);
                WolfMane.RotateAngleY = 0.0F;
                WolfBody.SetRotationPoint(0.0F, 18F, 0.0F);
                WolfBody.RotateAngleX = ((float)Math.PI / 4F);
                WolfTail.SetRotationPoint(-1F, 21F, 6F);
                WolfLeg1.SetRotationPoint(-2.5F, 22F, 2.0F);
                WolfLeg1.RotateAngleX = ((float)Math.PI * 3F / 2F);
                WolfLeg2.SetRotationPoint(0.5F, 22F, 2.0F);
                WolfLeg2.RotateAngleX = ((float)Math.PI * 3F / 2F);
                WolfLeg3.RotateAngleX = 5.811947F;
                WolfLeg3.SetRotationPoint(-2.49F, 17F, -4F);
                WolfLeg4.RotateAngleX = 5.811947F;
                WolfLeg4.SetRotationPoint(0.51F, 17F, -4F);
            }
            else
            {
                WolfBody.SetRotationPoint(0.0F, 14F, 2.0F);
                WolfBody.RotateAngleX = ((float)Math.PI / 2F);
                WolfMane.SetRotationPoint(-1F, 14F, -3F);
                WolfMane.RotateAngleX = WolfBody.RotateAngleX;
                WolfTail.SetRotationPoint(-1F, 12F, 8F);
                WolfLeg1.SetRotationPoint(-2.5F, 16F, 7F);
                WolfLeg2.SetRotationPoint(0.5F, 16F, 7F);
                WolfLeg3.SetRotationPoint(-2.5F, 16F, -4F);
                WolfLeg4.SetRotationPoint(0.5F, 16F, -4F);
                WolfLeg1.RotateAngleX = MathHelper2.Cos(par2 * 0.6662F) * 1.4F * par3;
                WolfLeg2.RotateAngleX = MathHelper2.Cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
                WolfLeg3.RotateAngleX = MathHelper2.Cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
                WolfLeg4.RotateAngleX = MathHelper2.Cos(par2 * 0.6662F) * 1.4F * par3;
            }

            WolfHeadMain.RotateAngleZ = entitywolf.GetInterestedAngle(par4) + entitywolf.GetShakeAngle(par4, 0.0F);
            WolfMane.RotateAngleZ     = entitywolf.GetShakeAngle(par4, -0.08F);
            WolfBody.RotateAngleZ     = entitywolf.GetShakeAngle(par4, -0.16F);
            WolfTail.RotateAngleZ     = entitywolf.GetShakeAngle(par4, -0.2F);

            if (entitywolf.GetWolfShaking())
            {
                float f = entitywolf.GetBrightness(par4) * entitywolf.GetShadingWhileShaking(par4);
                //GL.Color3(f, f, f);
            }
        }