本文整理汇总了Java中net.minecraft.entity.passive.EntityWolf.isSitting方法的典型用法代码示例。如果您正苦于以下问题:Java EntityWolf.isSitting方法的具体用法?Java EntityWolf.isSitting怎么用?Java EntityWolf.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.EntityWolf
的用法示例。
在下文中一共展示了EntityWolf.isSitting方法的9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: alertPlayerWolves
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
static void alertPlayerWolves (EntityPlayer player, EntityLiving living, boolean par2)
{
if (!(living instanceof EntityCreeper) && !(living instanceof EntityGhast))
{
if (living instanceof EntityWolf)
{
EntityWolf var3 = (EntityWolf) living;
if (var3.isTamed() && player.username.equals(var3.getOwnerName()))
{
return;
}
}
if (!(living instanceof EntityPlayer) || player.func_96122_a((EntityPlayer) living))
{
List var6 = player.worldObj.getEntitiesWithinAABB(EntityWolf.class,
AxisAlignedBB.getAABBPool().getAABB(player.posX, player.posY, player.posZ, player.posX + 1.0D, player.posY + 1.0D, player.posZ + 1.0D).expand(16.0D, 4.0D, 16.0D));
Iterator var4 = var6.iterator();
while (var4.hasNext())
{
EntityWolf var5 = (EntityWolf) var4.next();
if (var5.isTamed() && var5.getEntityToAttack() == null && player.username.equals(var5.getOwnerName()) && (!par2 || !var5.isSitting()))
{
var5.setSitting(false);
var5.setTarget(living);
}
}
}
}
}
示例2: onItemRightClick
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
@Override
public ActionResult<ItemStack> onItemRightClick(World world, EntityPlayer player, EnumHand hand) {
if (world.isRemote) {
world.playSound(player, player.getPosition(), player.isSneaking() ? SWSound.WHISTLE_LONG : SWSound.WHISTLE_SHORT, SoundCategory.PLAYERS, 1, 1);
} else {
List<EntityWolf> wolvesList = world.getEntitiesWithinAABB(EntityWolf.class,
new AxisAlignedBB(player.posX - 35, player.posY - 35, player.posZ - 35,
player.posX + 35, player.posY + 35, player.posZ + 35));
if (!wolvesList.isEmpty()) {
int xPos = MathHelper.floor(player.posX) - 2;
int yPos = MathHelper.floor(player.getEntityBoundingBox().minY);
int zPos = MathHelper.floor(player.posZ) - 2;
for (EntityWolf wolf : wolvesList) {
if (wolf.isTamed() && wolf.isOwner(player) && (!wolf.isSitting() || player.isSneaking())) {
for (int x = -2; x <= 2; ++x) {
for (int z = -2; z <= 2; ++z) {
BlockPos wolfPos = new BlockPos(xPos + x, yPos, zPos + z);
IBlockState state = world.getBlockState(wolfPos);
if (state.getBlock().isAir(state, world, wolfPos)) {
wolf.setSitting(false);
wolf.getAISit().setSitting(false);
wolf.setLocationAndAngles(xPos + x + 0.5, yPos, zPos + z + 0.5, wolf.rotationYaw, wolf.rotationPitch);
wolf.getNavigator().clearPath();
wolf.setAttackTarget(null);
}
}
}
}
}
}
}
return new ActionResult(EnumActionResult.SUCCESS, player.getHeldItem(hand));
}
示例3: alertPlayerWolves
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
static void alertPlayerWolves (EntityPlayer player, EntityLivingBase living, boolean par2)
{
if (!(living instanceof EntityCreeper) && !(living instanceof EntityGhast))
{
if (living instanceof EntityWolf)
{
EntityWolf var3 = (EntityWolf) living;
if (var3.isTamed() && player.getDisplayName().equals(var3.getCommandSenderName()))
{
return;
}
}
if (!(living instanceof EntityPlayer) || player.canAttackPlayer((EntityPlayer) living))
{
List var6 = player.worldObj.getEntitiesWithinAABB(EntityWolf.class,
AxisAlignedBB.getBoundingBox(player.posX, player.posY, player.posZ, player.posX + 1.0D, player.posY + 1.0D, player.posZ + 1.0D).expand(16.0D, 4.0D, 16.0D));
Iterator var4 = var6.iterator();
while (var4.hasNext())
{
EntityWolf var5 = (EntityWolf) var4.next();
if (var5.isTamed() && var5.getEntityToAttack() == null && player.getDisplayName().equals(var5.getCommandSenderName()) && (!par2 || !var5.isSitting()))
{
var5.setSitting(false);
var5.setTarget(living);
}
}
}
}
}
示例4: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //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)
{
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);
}
示例5: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* Sets up animations for the entity
*
* @param entity the entity
* @param limbSwing The entity's limb swing progress
* @param limbSwingAmount The entity's limb swing progress amount
* @param partialTickTime The world's partial ticks
*/
@Override
public void setLivingAnimations(@Nonnull EntityLivingBase entity,
float limbSwing,
float limbSwingAmount,
float partialTickTime) {
if (entity instanceof EntityWolf) {
EntityWolf entityWolfArmored = (EntityWolf) entity;
float rotationPointY = 14;
float rotationPointZ = 2;
float rotateAngleX = 0;
if (entityWolfArmored.isSitting()) {
rotationPointY = 18;
rotationPointZ = 0;
rotateAngleX = (float) (PI / -4);
}
this.backpackRightTop.setRotationPoint(0, rotationPointY, rotationPointZ);
this.backpackRightBottom.setRotationPoint(0, rotationPointY, rotationPointZ);
this.backpackLeftTop.setRotationPoint(0, rotationPointY, rotationPointZ);
this.backpackLeftBottom.setRotationPoint(0, rotationPointY, rotationPointZ);
setRotation(backpackRightTop,
rotateAngleX,
0,
entityWolfArmored.getShakeAngle(partialTickTime, -0.16F) - INITIAL_Z_ROTATION + MathHelper.cos(limbSwing * 1.2F) * 0.15F * limbSwingAmount);
setRotation(backpackRightBottom,
rotateAngleX, 0,
entityWolfArmored.getShakeAngle(partialTickTime, -0.16F) - INITIAL_Z_ROTATION + MathHelper.cos(limbSwing * 1.2F) * 0.15F * limbSwingAmount);
setRotation(backpackLeftTop,
rotateAngleX,
0,
entityWolfArmored.getShakeAngle(partialTickTime, -0.16F) + INITIAL_Z_ROTATION + MathHelper.sin(limbSwing * 1.2F) * 0.15F * limbSwingAmount);
setRotation(backpackLeftBottom,
rotateAngleX,
0,
entityWolfArmored.getShakeAngle(partialTickTime, -0.16F) + INITIAL_Z_ROTATION + MathHelper.sin(limbSwing * 1.2F) * 0.15F * limbSwingAmount);
}
}
示例6: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //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 p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_)
{
EntityWolf entitywolf = (EntityWolf)p_78086_1_;
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(p_78086_4_) + entitywolf.getShakeAngle(p_78086_4_, 0.0F);
this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.08F);
this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.16F);
this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.2F);
}
示例7: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //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)
{
EntityWolf var5 = (EntityWolf)par1EntityLivingBase;
if (var5.isAngry())
{
this.wolfTail.rotateAngleY = 0.0F;
}
else
{
this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
}
if (var5.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(par2 * 0.6662F) * 1.4F * par3;
this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
}
this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F);
this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F);
this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F);
this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F);
}
示例8: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //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_)
{
EntityWolf entitywolf = (EntityWolf)p_78086_1_;
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(p_78086_4_) + entitywolf.getShakeAngle(p_78086_4_, 0.0F);
this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.08F);
this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.16F);
this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.2F);
}
示例9: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //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)
{
EntityWolf entitywolf = (EntityWolf)par1EntityLivingBase;
if (entitywolf.isAngry())
{
this.wolfTail.rotateAngleY = 0.0F;
}
else
{
this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
}
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(par2 * 0.6662F) * 1.4F * par3;
this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
}
this.wolfHeadMain.rotateAngleZ = entitywolf.getInterestedAngle(par4) + entitywolf.getShakeAngle(par4, 0.0F);
this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(par4, -0.08F);
this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(par4, -0.16F);
this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(par4, -0.2F);
}