/// <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); } }