/** * 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) { EntityIronGolem entityirongolem = (EntityIronGolem)entitylivingbaseIn; int i = entityirongolem.getAttackTimer(); if (i > 0) { this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - partialTickTime, 10.0F); this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - partialTickTime, 10.0F); } else { int j = entityirongolem.getHoldRoseTick(); if (j > 0) { this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)j, 70.0F); this.ironGolemLeftArm.rotateAngleX = 0.0F; } else { this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(p_78086_2_, 13.0F)) * p_78086_3_; this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(p_78086_2_, 13.0F)) * p_78086_3_; } } }
/** * 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 override void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_, float partialTickTime) { EntityWither entitywither = (EntityWither)entitylivingbaseIn; for (int i = 1; i < 3; ++i) { this.field_82904_b[i].rotateAngleY = (entitywither.func_82207_a(i - 1) - entitylivingbaseIn.renderYawOffset) * 0.017453292F; this.field_82904_b[i].rotateAngleX = entitywither.func_82210_r(i - 1) * 0.017453292F; } }
/** * 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) { EntityWolf entitywolf = (EntityWolf)entitylivingbaseIn; if (entitywolf.isAngry()) { this.wolfTail.rotateAngleY = 0.0F; } else { this.wolfTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; } if (entitywolf.isSitting()) { this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F); this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F); this.wolfMane.rotateAngleY = 0.0F; this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F); this.wolfBody.rotateAngleX = ((float)Math.PI / 4F); this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F); this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F); this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F); this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F); this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F); this.wolfLeg3.rotateAngleX = 5.811947F; this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F); this.wolfLeg4.rotateAngleX = 5.811947F; this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F); } else { this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F); this.wolfBody.rotateAngleX = ((float)Math.PI / 2F); this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F); this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX; this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F); this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); this.wolfLeg1.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; this.wolfLeg2.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_; this.wolfLeg3.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_; this.wolfLeg4.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; } this.wolfHeadMain.rotateAngleZ = entitywolf.getInterestedAngle(partialTickTime) + entitywolf.getShakeAngle(partialTickTime, 0.0F); this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.08F); this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.16F); this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.2F); }
/** * 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) { EntityMagmaCube entitymagmacube = (EntityMagmaCube)entitylivingbaseIn; float f = entitymagmacube.prevSquishFactor + (entitymagmacube.squishFactor - entitymagmacube.prevSquishFactor) * partialTickTime; if (f < 0.0F) { f = 0.0F; } for (int i = 0; i < this.segments.Length; ++i) { this.segments[i].rotationPointY = (float)(-(4 - i)) * f * 1.7F; } }
/** * 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.rightArmPose = ModelBiped.ArmPose.EMPTY; this.leftArmPose = ModelBiped.ArmPose.EMPTY; ItemStack itemstack = entitylivingbaseIn.getHeldItem(EnumHand.MAIN_HAND); if (itemstack != null && itemstack.getItem() == Items.bow && ((EntitySkeleton)entitylivingbaseIn).func_184725_db()) { if (entitylivingbaseIn.getPrimaryHand() == EnumHandSide.RIGHT) { this.rightArmPose = ModelBiped.ArmPose.BOW_AND_ARROW; } else { this.leftArmPose = ModelBiped.ArmPose.BOW_AND_ARROW; } } super.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime); }
/** * 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) { base.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime); this.head.rotationPointY = 6.0F + ((EntitySheep)entitylivingbaseIn).getHeadRotationPointY(partialTickTime) * 9.0F; this.headRotationAngleX = ((EntitySheep)entitylivingbaseIn).getHeadRotationAngleX(partialTickTime); }
/** * 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) { super.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime); this.field_178701_m = MathHelper.sin(((EntityRabbit)entitylivingbaseIn).func_175521_o(partialTickTime) * (float)Math.PI); }
/** * 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) { EntityOcelot entityocelot = (EntityOcelot)entitylivingbaseIn; this.ocelotBody.rotationPointY = 12.0F; this.ocelotBody.rotationPointZ = -10.0F; this.ocelotHead.rotationPointY = 15.0F; this.ocelotHead.rotationPointZ = -9.0F; this.ocelotTail.rotationPointY = 15.0F; this.ocelotTail.rotationPointZ = 8.0F; this.ocelotTail2.rotationPointY = 20.0F; this.ocelotTail2.rotationPointZ = 14.0F; this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 13.8F; this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -5.0F; this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 18.0F; this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 5.0F; this.ocelotTail.rotateAngleX = 0.9F; if (entityocelot.isSneaking()) { ++this.ocelotBody.rotationPointY; this.ocelotHead.rotationPointY += 2.0F; ++this.ocelotTail.rotationPointY; this.ocelotTail2.rotationPointY += -4.0F; this.ocelotTail2.rotationPointZ += 2.0F; this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F); this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F); this.field_78163_i = 0; } else if (entityocelot.isSprinting()) { this.ocelotTail2.rotationPointY = this.ocelotTail.rotationPointY; this.ocelotTail2.rotationPointZ += 2.0F; this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F); this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F); this.field_78163_i = 2; } else if (entityocelot.isSitting()) { this.ocelotBody.rotateAngleX = ((float)Math.PI / 4F); this.ocelotBody.rotationPointY += -4.0F; this.ocelotBody.rotationPointZ += 5.0F; this.ocelotHead.rotationPointY += -3.3F; ++this.ocelotHead.rotationPointZ; this.ocelotTail.rotationPointY += 8.0F; this.ocelotTail.rotationPointZ += -2.0F; this.ocelotTail2.rotationPointY += 2.0F; this.ocelotTail2.rotationPointZ += -0.8F; this.ocelotTail.rotateAngleX = 1.7278761F; this.ocelotTail2.rotateAngleX = 2.670354F; this.ocelotFrontLeftLeg.rotateAngleX = this.ocelotFrontRightLeg.rotateAngleX = -0.15707964F; this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 15.8F; this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -7.0F; this.ocelotBackLeftLeg.rotateAngleX = this.ocelotBackRightLeg.rotateAngleX = -((float)Math.PI / 2F); this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 21.0F; this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 1.0F; this.field_78163_i = 3; } else { this.field_78163_i = 1; } }
/** * 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.partialTicks = partialTickTime; }
/** * 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) { float f = this.updateHorseRotation(entitylivingbaseIn.prevRenderYawOffset, entitylivingbaseIn.renderYawOffset, partialTickTime); float f1 = this.updateHorseRotation(entitylivingbaseIn.prevRotationYawHead, entitylivingbaseIn.rotationYawHead, partialTickTime); float f2 = entitylivingbaseIn.prevRotationPitch + (entitylivingbaseIn.rotationPitch - entitylivingbaseIn.prevRotationPitch) * partialTickTime; float f3 = f1 - f; float f4 = f2 * 0.017453292F; if (f3 > 20.0F) { f3 = 20.0F; } if (f3 < -20.0F) { f3 = -20.0F; } if (p_78086_3_ > 0.2F) { f4 += MathHelper.cos(p_78086_2_ * 0.4F) * 0.15F * p_78086_3_; } EntityHorse entityhorse = (EntityHorse)entitylivingbaseIn; float f5 = entityhorse.getGrassEatingAmount(partialTickTime); float f6 = entityhorse.getRearingAmount(partialTickTime); float f7 = 1.0F - f6; float f8 = entityhorse.getMouthOpennessAngle(partialTickTime); boolean flag = entityhorse.field_110278_bp != 0; boolean flag1 = entityhorse.isHorseSaddled(); boolean flag2 = entityhorse.isBeingRidden(); float f9 = (float)entitylivingbaseIn.ticksExisted + partialTickTime; float f10 = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI); float f11 = f10 * 0.8F * p_78086_3_; this.head.rotationPointY = 4.0F; this.head.rotationPointZ = -10.0F; this.tailBase.rotationPointY = 3.0F; this.tailMiddle.rotationPointZ = 14.0F; this.muleRightChest.rotationPointY = 3.0F; this.muleRightChest.rotationPointZ = 10.0F; this.body.rotateAngleX = 0.0F; this.head.rotateAngleX = 0.5235988F + f4; this.head.rotateAngleY = f3 * 0.017453292F; this.head.rotateAngleX = f6 * (0.2617994F + f4) + f5 * 2.18166F + (1.0F - Math.max(f6, f5)) * this.head.rotateAngleX; this.head.rotateAngleY = f6 * f3 * 0.017453292F + (1.0F - Math.max(f6, f5)) * this.head.rotateAngleY; this.head.rotationPointY = f6 * -6.0F + f5 * 11.0F + (1.0F - Math.max(f6, f5)) * this.head.rotationPointY; this.head.rotationPointZ = f6 * -1.0F + f5 * -10.0F + (1.0F - Math.max(f6, f5)) * this.head.rotationPointZ; this.tailBase.rotationPointY = f6 * 9.0F + f7 * this.tailBase.rotationPointY; this.tailMiddle.rotationPointZ = f6 * 18.0F + f7 * this.tailMiddle.rotationPointZ; this.muleRightChest.rotationPointY = f6 * 5.5F + f7 * this.muleRightChest.rotationPointY; this.muleRightChest.rotationPointZ = f6 * 15.0F + f7 * this.muleRightChest.rotationPointZ; this.body.rotateAngleX = f6 * -45.0F * 0.017453292F + f7 * this.body.rotateAngleX; this.horseLeftEar.rotationPointY = this.head.rotationPointY; this.horseRightEar.rotationPointY = this.head.rotationPointY; this.muleLeftEar.rotationPointY = this.head.rotationPointY; this.muleRightEar.rotationPointY = this.head.rotationPointY; this.neck.rotationPointY = this.head.rotationPointY; this.field_178711_b.rotationPointY = 0.02F; this.field_178712_c.rotationPointY = 0.0F; this.mane.rotationPointY = this.head.rotationPointY; this.horseLeftEar.rotationPointZ = this.head.rotationPointZ; this.horseRightEar.rotationPointZ = this.head.rotationPointZ; this.muleLeftEar.rotationPointZ = this.head.rotationPointZ; this.muleRightEar.rotationPointZ = this.head.rotationPointZ; this.neck.rotationPointZ = this.head.rotationPointZ; this.field_178711_b.rotationPointZ = 0.02F - f8; this.field_178712_c.rotationPointZ = f8; this.mane.rotationPointZ = this.head.rotationPointZ; this.horseLeftEar.rotateAngleX = this.head.rotateAngleX; this.horseRightEar.rotateAngleX = this.head.rotateAngleX; this.muleLeftEar.rotateAngleX = this.head.rotateAngleX; this.muleRightEar.rotateAngleX = this.head.rotateAngleX; this.neck.rotateAngleX = this.head.rotateAngleX; this.field_178711_b.rotateAngleX = -0.09424778F * f8; this.field_178712_c.rotateAngleX = 0.15707964F * f8; this.mane.rotateAngleX = this.head.rotateAngleX; this.horseLeftEar.rotateAngleY = this.head.rotateAngleY; this.horseRightEar.rotateAngleY = this.head.rotateAngleY; this.muleLeftEar.rotateAngleY = this.head.rotateAngleY; this.muleRightEar.rotateAngleY = this.head.rotateAngleY; this.neck.rotateAngleY = this.head.rotateAngleY; this.field_178711_b.rotateAngleY = 0.0F; this.field_178712_c.rotateAngleY = 0.0F; this.mane.rotateAngleY = this.head.rotateAngleY; this.muleLeftChest.rotateAngleX = f11 / 5.0F; this.muleRightChest.rotateAngleX = -f11 / 5.0F; float f12 = ((float)Math.PI / 2F); float f13 = ((float)Math.PI * 3F / 2F); float f14 = -1.0471976F; float f15 = 0.2617994F * f6; float f16 = MathHelper.cos(f9 * 0.6F + (float)Math.PI); this.frontLeftLeg.rotationPointY = -2.0F * f6 + 9.0F * f7; this.frontLeftLeg.rotationPointZ = -2.0F * f6 + -8.0F * f7; this.frontRightLeg.rotationPointY = this.frontLeftLeg.rotationPointY; this.frontRightLeg.rotationPointZ = this.frontLeftLeg.rotationPointZ; this.backLeftShin.rotationPointY = this.backLeftLeg.rotationPointY + MathHelper.sin(((float)Math.PI / 2F) + f15 + f7 * -f10 * 0.5F * p_78086_3_) * 7.0F; this.backLeftShin.rotationPointZ = this.backLeftLeg.rotationPointZ + MathHelper.cos(((float)Math.PI * 3F / 2F) + f15 + f7 * -f10 * 0.5F * p_78086_3_) * 7.0F; this.backRightShin.rotationPointY = this.backRightLeg.rotationPointY + MathHelper.sin(((float)Math.PI / 2F) + f15 + f7 * f10 * 0.5F * p_78086_3_) * 7.0F; this.backRightShin.rotationPointZ = this.backRightLeg.rotationPointZ + MathHelper.cos(((float)Math.PI * 3F / 2F) + f15 + f7 * f10 * 0.5F * p_78086_3_) * 7.0F; float f17 = (-1.0471976F + f16) * f6 + f11 * f7; float f18 = (-1.0471976F + -f16) * f6 + -f11 * f7; this.frontLeftShin.rotationPointY = this.frontLeftLeg.rotationPointY + MathHelper.sin(((float)Math.PI / 2F) + f17) * 7.0F; this.frontLeftShin.rotationPointZ = this.frontLeftLeg.rotationPointZ + MathHelper.cos(((float)Math.PI * 3F / 2F) + f17) * 7.0F; this.frontRightShin.rotationPointY = this.frontRightLeg.rotationPointY + MathHelper.sin(((float)Math.PI / 2F) + f18) * 7.0F; this.frontRightShin.rotationPointZ = this.frontRightLeg.rotationPointZ + MathHelper.cos(((float)Math.PI * 3F / 2F) + f18) * 7.0F; this.backLeftLeg.rotateAngleX = f15 + -f10 * 0.5F * p_78086_3_ * f7; this.backLeftShin.rotateAngleX = -0.08726646F * f6 + (-f10 * 0.5F * p_78086_3_ - Math.max(0.0F, f10 * 0.5F * p_78086_3_)) * f7; this.backLeftHoof.rotateAngleX = this.backLeftShin.rotateAngleX; this.backRightLeg.rotateAngleX = f15 + f10 * 0.5F * p_78086_3_ * f7; this.backRightShin.rotateAngleX = -0.08726646F * f6 + (f10 * 0.5F * p_78086_3_ - Math.max(0.0F, -f10 * 0.5F * p_78086_3_)) * f7; this.backRightHoof.rotateAngleX = this.backRightShin.rotateAngleX; this.frontLeftLeg.rotateAngleX = f17; this.frontLeftShin.rotateAngleX = (this.frontLeftLeg.rotateAngleX + (float)Math.PI * Math.max(0.0F, 0.2F + f16 * 0.2F)) * f6 + (f11 + Math.max(0.0F, f10 * 0.5F * p_78086_3_)) * f7; this.frontLeftHoof.rotateAngleX = this.frontLeftShin.rotateAngleX; this.frontRightLeg.rotateAngleX = f18; this.frontRightShin.rotateAngleX = (this.frontRightLeg.rotateAngleX + (float)Math.PI * Math.max(0.0F, 0.2F - f16 * 0.2F)) * f6 + (-f11 + Math.max(0.0F, -f10 * 0.5F * p_78086_3_)) * f7; this.frontRightHoof.rotateAngleX = this.frontRightShin.rotateAngleX; this.backLeftHoof.rotationPointY = this.backLeftShin.rotationPointY; this.backLeftHoof.rotationPointZ = this.backLeftShin.rotationPointZ; this.backRightHoof.rotationPointY = this.backRightShin.rotationPointY; this.backRightHoof.rotationPointZ = this.backRightShin.rotationPointZ; this.frontLeftHoof.rotationPointY = this.frontLeftShin.rotationPointY; this.frontLeftHoof.rotationPointZ = this.frontLeftShin.rotationPointZ; this.frontRightHoof.rotationPointY = this.frontRightShin.rotationPointY; this.frontRightHoof.rotationPointZ = this.frontRightShin.rotationPointZ; if (flag1) { this.horseSaddleBottom.rotationPointY = f6 * 0.5F + f7 * 2.0F; this.horseSaddleBottom.rotationPointZ = f6 * 11.0F + f7 * 2.0F; this.horseSaddleFront.rotationPointY = this.horseSaddleBottom.rotationPointY; this.horseSaddleBack.rotationPointY = this.horseSaddleBottom.rotationPointY; this.horseLeftSaddleRope.rotationPointY = this.horseSaddleBottom.rotationPointY; this.horseRightSaddleRope.rotationPointY = this.horseSaddleBottom.rotationPointY; this.horseLeftSaddleMetal.rotationPointY = this.horseSaddleBottom.rotationPointY; this.horseRightSaddleMetal.rotationPointY = this.horseSaddleBottom.rotationPointY; this.muleLeftChest.rotationPointY = this.muleRightChest.rotationPointY; this.horseSaddleFront.rotationPointZ = this.horseSaddleBottom.rotationPointZ; this.horseSaddleBack.rotationPointZ = this.horseSaddleBottom.rotationPointZ; this.horseLeftSaddleRope.rotationPointZ = this.horseSaddleBottom.rotationPointZ; this.horseRightSaddleRope.rotationPointZ = this.horseSaddleBottom.rotationPointZ; this.horseLeftSaddleMetal.rotationPointZ = this.horseSaddleBottom.rotationPointZ; this.horseRightSaddleMetal.rotationPointZ = this.horseSaddleBottom.rotationPointZ; this.muleLeftChest.rotationPointZ = this.muleRightChest.rotationPointZ; this.horseSaddleBottom.rotateAngleX = this.body.rotateAngleX; this.horseSaddleFront.rotateAngleX = this.body.rotateAngleX; this.horseSaddleBack.rotateAngleX = this.body.rotateAngleX; this.horseLeftRein.rotationPointY = this.head.rotationPointY; this.horseRightRein.rotationPointY = this.head.rotationPointY; this.horseFaceRopes.rotationPointY = this.head.rotationPointY; this.horseLeftFaceMetal.rotationPointY = this.head.rotationPointY; this.horseRightFaceMetal.rotationPointY = this.head.rotationPointY; this.horseLeftRein.rotationPointZ = this.head.rotationPointZ; this.horseRightRein.rotationPointZ = this.head.rotationPointZ; this.horseFaceRopes.rotationPointZ = this.head.rotationPointZ; this.horseLeftFaceMetal.rotationPointZ = this.head.rotationPointZ; this.horseRightFaceMetal.rotationPointZ = this.head.rotationPointZ; this.horseLeftRein.rotateAngleX = f4; this.horseRightRein.rotateAngleX = f4; this.horseFaceRopes.rotateAngleX = this.head.rotateAngleX; this.horseLeftFaceMetal.rotateAngleX = this.head.rotateAngleX; this.horseRightFaceMetal.rotateAngleX = this.head.rotateAngleX; this.horseFaceRopes.rotateAngleY = this.head.rotateAngleY; this.horseLeftFaceMetal.rotateAngleY = this.head.rotateAngleY; this.horseLeftRein.rotateAngleY = this.head.rotateAngleY; this.horseRightFaceMetal.rotateAngleY = this.head.rotateAngleY; this.horseRightRein.rotateAngleY = this.head.rotateAngleY; if (flag2) { this.horseLeftSaddleRope.rotateAngleX = -1.0471976F; this.horseLeftSaddleMetal.rotateAngleX = -1.0471976F; this.horseRightSaddleRope.rotateAngleX = -1.0471976F; this.horseRightSaddleMetal.rotateAngleX = -1.0471976F; this.horseLeftSaddleRope.rotateAngleZ = 0.0F; this.horseLeftSaddleMetal.rotateAngleZ = 0.0F; this.horseRightSaddleRope.rotateAngleZ = 0.0F; this.horseRightSaddleMetal.rotateAngleZ = 0.0F; } else { this.horseLeftSaddleRope.rotateAngleX = f11 / 3.0F; this.horseLeftSaddleMetal.rotateAngleX = f11 / 3.0F; this.horseRightSaddleRope.rotateAngleX = f11 / 3.0F; this.horseRightSaddleMetal.rotateAngleX = f11 / 3.0F; this.horseLeftSaddleRope.rotateAngleZ = f11 / 5.0F; this.horseLeftSaddleMetal.rotateAngleZ = f11 / 5.0F; this.horseRightSaddleRope.rotateAngleZ = -f11 / 5.0F; this.horseRightSaddleMetal.rotateAngleZ = -f11 / 5.0F; } } f12 = -1.3089F + p_78086_3_ * 1.5F; if (f12 > 0.0F) { f12 = 0.0F; } if (flag) { this.tailBase.rotateAngleY = MathHelper.cos(f9 * 0.7F); f12 = 0.0F; } else { this.tailBase.rotateAngleY = 0.0F; } this.tailMiddle.rotateAngleY = this.tailBase.rotateAngleY; this.tailTip.rotateAngleY = this.tailBase.rotateAngleY; this.tailMiddle.rotationPointY = this.tailBase.rotationPointY; this.tailTip.rotationPointY = this.tailBase.rotationPointY; this.tailMiddle.rotationPointZ = this.tailBase.rotationPointZ; this.tailTip.rotationPointZ = this.tailBase.rotationPointZ; this.tailBase.rotateAngleX = f12; this.tailMiddle.rotateAngleX = f12; this.tailTip.rotateAngleX = -0.2618F + f12; }