package com.minelittlepony.model; import com.minelittlepony.model.player.ModelAlicorn; import net.minecraft.util.math.MathHelper; /** * Common class for all humanoid (ponioid?) non-player enemies. * */ public class ModelMobPony extends ModelAlicorn { public ModelMobPony() { super(false); } @Override protected void adjustLegs(float move, float swing, float tick) { super.adjustLegs(move, swing, tick); rotateRightArm(move, tick); rotateLeftArm(move, tick); } /** * Returns true if the angle is to the right? */ public boolean islookAngleRight(float move) { return MathHelper.sin(move / 20f) < 0; } /** * Called to update the left arm's final rotation. * Subclasses may replace it with their own implementations. * * @param move Limb swing amount. * @param tick Render partial ticks. */ protected void rotateRightArm(float move, float tick) { if (rightArmPose == ArmPose.EMPTY) return; if (canCast()) { unicornArmRight.setRotationPoint(-7, 12, -2); rotateArmHolding(unicornArmRight, -1, swingProgress, tick); } else { rotateArmHolding(bipedRightArm, -1, swingProgress, tick); } } /** * Same as rotateRightArm but for the left arm (duh). * * @param move Limb swing amount. * @param tick Render partial ticks. */ protected void rotateLeftArm(float move, float tick) { if (leftArmPose == ArmPose.EMPTY) return; if (!canCast()) { unicornArmRight.setRotationPoint(-7, 12, -2); rotateArmHolding(unicornArmLeft, -1, swingProgress, tick); } else { rotateArmHolding(bipedLeftArm, -1, swingProgress, tick); } } }