/// <summary>
        /// Sets the models various rotation angles then renders the model.
        /// </summary>
        public override void Render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
        {
            base.Render(par1Entity, par2, par3, par4, par5, par6, par7);
            SetRotationAngles(par2, par3, par4, par5, par6, par7);

            if (IsChild)
            {
                float f = 2.0F;
                //GL.PushMatrix();
                //GL.Translate(0.0F, 5F * par7, 2.0F * par7);
                WolfHeadMain.RenderWithRotation(par7);
                //GL.PopMatrix();
                //GL.PushMatrix();
                //GL.Scale(1.0F / f, 1.0F / f, 1.0F / f);
                //GL.Translate(0.0F, 24F * par7, 0.0F);
                WolfBody.Render(par7);
                WolfLeg1.Render(par7);
                WolfLeg2.Render(par7);
                WolfLeg3.Render(par7);
                WolfLeg4.Render(par7);
                WolfTail.RenderWithRotation(par7);
                WolfMane.Render(par7);
                //GL.PopMatrix();
            }
            else
            {
                WolfHeadMain.RenderWithRotation(par7);
                WolfBody.Render(par7);
                WolfLeg1.Render(par7);
                WolfLeg2.Render(par7);
                WolfLeg3.Render(par7);
                WolfLeg4.Render(par7);
                WolfTail.RenderWithRotation(par7);
                WolfMane.Render(par7);
            }
        }