本文整理汇总了Java中net.minecraft.entity.passive.EntityOcelot.isSitting方法的典型用法代码示例。如果您正苦于以下问题:Java EntityOcelot.isSitting方法的具体用法?Java EntityOcelot.isSitting怎么用?Java EntityOcelot.isSitting使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.entity.passive.EntityOcelot
的用法示例。
在下文中一共展示了EntityOcelot.isSitting方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: isOcelotBlockingChest
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
@SuppressWarnings("rawtypes")
public static boolean isOcelotBlockingChest(World par0World, int par1, int par2, int par3)
{
final Iterator var4 = par0World.getEntitiesWithinAABB(EntityOcelot.class, AxisAlignedBB.getBoundingBox(par1, par2 + 1, par3, par1 + 1, par2 + 2, par3 + 1)).iterator();
EntityOcelot var6;
do
{
if (!var4.hasNext())
{
return false;
}
final EntityOcelot var5 = (EntityOcelot) var4.next();
var6 = var5;
}
while (!var6.isSitting());
return true;
}
示例2: func_149953_o
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
private static boolean func_149953_o(World p_149953_0_, int p_149953_1_, int p_149953_2_, int p_149953_3_) {
Iterator iterator = p_149953_0_.getEntitiesWithinAABB(EntityOcelot.class,
AxisAlignedBB.getBoundingBox(p_149953_1_, p_149953_2_ + 1, p_149953_3_, p_149953_1_ + 1, p_149953_2_ + 2, p_149953_3_ + 1)).iterator();
EntityOcelot entityocelot1;
do {
if (!iterator.hasNext()) {
return false;
}
EntityOcelot entityocelot = (EntityOcelot) iterator.next();
entityocelot1 = entityocelot;
} while (!entityocelot1.isSitting());
return true;
}
示例3: isOcelotBlockingChest
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
@SuppressWarnings("rawtypes")
public static boolean isOcelotBlockingChest(World par0World, int par1, int par2, int par3)
{
final Iterator var4 = par0World.getEntitiesWithinAABB(EntityOcelot.class, AxisAlignedBB.getAABBPool().getAABB(par1, par2 + 1, par3, par1 + 1, par2 + 2, par3 + 1)).iterator();
EntityOcelot var6;
do
{
if (!var4.hasNext())
{
return false;
}
final EntityOcelot var5 = (EntityOcelot) var4.next();
var6 = var5;
}
while (!var6.isSitting());
return true;
}
示例4: isOcelotSittingOnChest
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
private boolean isOcelotSittingOnChest(World worldIn, BlockPos pos)
{
for (Entity entity : worldIn.getEntitiesWithinAABB(EntityOcelot.class, new AxisAlignedBB((double)pos.getX(), (double)(pos.getY() + 1), (double)pos.getZ(), (double)(pos.getX() + 1), (double)(pos.getY() + 2), (double)(pos.getZ() + 1))))
{
EntityOcelot entityocelot = (EntityOcelot)entity;
if (entityocelot.isSitting())
{
return true;
}
}
return false;
}
示例5: isOcelotSittingOnChest
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
private boolean isOcelotSittingOnChest(World worldIn, BlockPos pos) {
for (Entity entity : worldIn.getEntitiesWithinAABB(EntityOcelot.class,
new AxisAlignedBB((double) pos.getX(), (double) (pos.getY() + 1), (double) pos.getZ(),
(double) (pos.getX() + 1), (double) (pos.getY() + 2), (double) (pos.getZ() + 1)))) {
EntityOcelot entityocelot = (EntityOcelot) entity;
if (entityocelot.isSitting()) {
return true;
}
}
return false;
}
示例6: isOcelotSittingOnChest
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
private boolean isOcelotSittingOnChest(World worldIn, BlockPos pos) {
for (Entity entity : worldIn.getEntitiesWithinAABB(EntityOcelot.class, new AxisAlignedBB(pos.getX(), pos.getY() + 1, pos.getZ(), pos.getX() + 1, pos.getY() + 2, pos.getZ() + 1))) {
EntityOcelot entityocelot = (EntityOcelot) entity;
if (entityocelot.isSitting()) { return true; }
}
return false;
}
示例7: isOcelotSittingOnChest
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
private static boolean isOcelotSittingOnChest(World worldIn, BlockPos pos)
{
for (Entity entity : worldIn.getEntitiesWithinAABB(EntityOcelot.class, new AxisAlignedBB(pos.getX(), pos.getY() + 1, pos.getZ(), pos.getX() + 1, pos.getY() + 2, pos.getZ() + 1)))
{
EntityOcelot entityocelot = (EntityOcelot)entity;
if (entityocelot.isSitting())
return true;
}
return false;
}
示例8: setLivingAnimations
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
@Override
public void setLivingAnimations(EntityLivingBase par1EntityLiving, float par2, float par3, float par4) {
super.setLivingAnimations(par1EntityLiving, par2, par3, par4);
EntityOcelot var5 = (EntityOcelot)par1EntityLiving;
this.helmet.rotationPointY = 15.0F;
this.helmet.rotationPointZ = -9.0F;
if (var5.isSneaking()) {
this.helmet.rotationPointY += 2.0F;
} else if (var5.isSitting()) {
this.helmet.rotationPointY += -3.3F;
++this.helmet.rotationPointZ;
}
}
示例9: setLivingAnimations
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
/**
* 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;
}
}
示例10: setLivingAnimations
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
/**
* 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 = 13.8F;
this.ocelotFrontLeftLeg.rotationPointZ = -5.0F;
this.ocelotFrontRightLeg.rotationPointY = 13.8F;
this.ocelotFrontRightLeg.rotationPointZ = -5.0F;
this.ocelotBackLeftLeg.rotationPointY = 18.0F;
this.ocelotBackLeftLeg.rotationPointZ = 5.0F;
this.ocelotBackRightLeg.rotationPointY = 18.0F;
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.state = 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.state = 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 = -0.15707964F;
this.ocelotFrontLeftLeg.rotationPointY = 15.8F;
this.ocelotFrontLeftLeg.rotationPointZ = -7.0F;
this.ocelotFrontRightLeg.rotateAngleX = -0.15707964F;
this.ocelotFrontRightLeg.rotationPointY = 15.8F;
this.ocelotFrontRightLeg.rotationPointZ = -7.0F;
this.ocelotBackLeftLeg.rotateAngleX = -((float)Math.PI / 2F);
this.ocelotBackLeftLeg.rotationPointY = 21.0F;
this.ocelotBackLeftLeg.rotationPointZ = 1.0F;
this.ocelotBackRightLeg.rotateAngleX = -((float)Math.PI / 2F);
this.ocelotBackRightLeg.rotationPointY = 21.0F;
this.ocelotBackRightLeg.rotationPointZ = 1.0F;
this.state = 3;
}
else
{
this.state = 1;
}
}
示例11: setLivingAnimations
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
/**
* 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 par1EntityLivingBase, float par2, float par3, float par4)
{
EntityOcelot var5 = (EntityOcelot)par1EntityLivingBase;
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 (var5.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 (var5.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 (var5.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;
}
}
示例12: setLivingAnimations
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_)
{
EntityOcelot entityocelot = (EntityOcelot)p_78086_1_;
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;
}
}
示例13: setLivingAnimations
import net.minecraft.entity.passive.EntityOcelot; //导入方法依赖的package包/类
/**
* 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 par1EntityLivingBase, float par2, float par3, float par4)
{
EntityOcelot entityocelot = (EntityOcelot)par1EntityLivingBase;
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;
}
}