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May 4th, 2016
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  1. @Override
  2. public void setLivingAnimations(EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks){
  3. resetToDefaultPose();
  4.  
  5. float globalSpeed = 1.0F;
  6. float globalHeight = 1.0F;
  7. float globalDegree = 1.0F;
  8.  
  9. float movementSpeed = limbSwingAmount;
  10.  
  11. if(movementSpeed == 0){
  12. //Idle Animations
  13. //Head
  14.  
  15. //Neck
  16.  
  17. //Body
  18.  
  19. //Right Arm
  20.  
  21. //Left Arm
  22.  
  23. //Tail
  24. swing(Tail1, 0.0F, 0.25F * globalHeight, true, 0.0F, 0.0F, 0.4F, entity.ticksExisted);
  25. swing(Tail2, 0.0F, 0.25F * globalHeight, true, 0.0F, 0.0F, 0.4F, entity.ticksExisted);
  26. swing(Tail3, 0.0F, 0.25F * globalHeight, true, 0.0F, 0.0F, 0.4F, entity.ticksExisted);
  27. swing(Tail4, 0.0F, 0.25F * globalHeight, true, 0.0F, 0.0F, 0.4F, entity.ticksExisted);
  28. swing(Tail5, 0.0F, 0.25F * globalHeight, true, 0.0F, 0.0F, 0.4F, entity.ticksExisted);
  29. }
  30. else if(movementSpeed > 0){
  31. //Walking Animations
  32. //Body
  33. bob(Bodyback, 0.30F * globalSpeed, 0.6F * globalHeight, false, limbSwing, limbSwingAmount);
  34. bob(Bodyfront, 0.30F * globalSpeed, 0.8F * globalHeight, false, limbSwing, limbSwingAmount);
  35.  
  36. //Right Leg
  37. walk(Rhip, 0.15F * globalSpeed, 0.5F * globalHeight, false, 0.0F, 0.2F, limbSwing, limbSwingAmount);
  38. walk(Rupperleg, 0.15F * globalSpeed, 0.5F * globalHeight, false, -1.5F, 0.2F, limbSwing, limbSwingAmount);
  39. walk(Rlowerleg, 0.15F * globalSpeed, 0.5F * globalHeight, false, -1.5F, 0.2F, limbSwing, limbSwingAmount);
  40. walk(Rfoot, 0.15F * globalSpeed, 0.5F * globalHeight, false, -4.0F, 0.1F, limbSwing, limbSwingAmount);
  41.  
  42. //Left Leg
  43. walk(Lhip, 0.15F * globalSpeed, 0.5F * globalHeight, true, 0.0F, 0.2F, limbSwing, limbSwingAmount);
  44. walk(Lupperleg, 0.15F * globalSpeed, 0.5F * globalHeight, true, -1.5F, -0.5F, limbSwing, limbSwingAmount);
  45. walk(Llowerleg, 0.15F * globalSpeed, 0.5F * globalHeight, true, -1.5F, -0.5F, limbSwing, limbSwingAmount);
  46. walk(Lfoot, 0.15F * globalSpeed, 0.5F * globalHeight, true, -4.0F, 0.1F, limbSwing, limbSwingAmount);
  47.  
  48. //Left Arm
  49. walk(Lshoulder, 0.15F * globalSpeed, 0.1F * globalHeight, false, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  50. walk(Lupperarm, 0.15F * globalSpeed, 0.1F * globalHeight, false, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  51. walk(Llowerarm, 0.15F * globalSpeed, 0.1F * globalHeight, false, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  52. walk(Lhand, 0.15F * globalSpeed, 0.1F * globalHeight, false, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  53.  
  54. flap(Lshoulder, 0.15F * globalSpeed, 0.08F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  55. flap(Lupperarm, 0.15F * globalSpeed, 0.08F * globalHeight, true, -0.5F, 0.0F, limbSwing, limbSwingAmount);
  56. flap(Llowerarm, 0.15F * globalSpeed, 0.08F * globalHeight, true, -0.5F, 0.0F, limbSwing, limbSwingAmount);
  57. flap(Lhand, 0.15F * globalSpeed, 0.08F * globalHeight, true, -0.5F, 0.0F, limbSwing, limbSwingAmount);
  58.  
  59. //Right Arm
  60. walk(Rshoulder, 0.15F * globalSpeed, 0.1F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  61. walk(Rupperarm, 0.15F * globalSpeed, 0.1F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  62. walk(Rlowerarm, 0.15F * globalSpeed, 0.1F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  63. walk(Rhand, 0.15F * globalSpeed, 0.1F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  64.  
  65. flap(Rshoulder, 0.15F * globalSpeed, 0.08F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  66. flap(Rupperarm, 0.15F * globalSpeed, 0.08F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  67. flap(Rlowerarm, 0.15F * globalSpeed, 0.08F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  68. flap(Rhand, 0.15F * globalSpeed, 0.08F * globalHeight, true, 0.5F, 0.0F, limbSwing, limbSwingAmount);
  69.  
  70. //Neck
  71. walk(Neck1, 0.15F * globalSpeed, 0.03F * globalHeight, true, 3.0F, 0.0F, limbSwing, limbSwingAmount);
  72. walk(Neck2, 0.15F * globalSpeed, 0.03F * globalHeight, true, 3.0F, 0.0F, limbSwing, limbSwingAmount);
  73. walk(Neck3, 0.15F * globalSpeed, 0.03F * globalHeight, true, 3.0F, 0.0F, limbSwing, limbSwingAmount);
  74. walk(Neck4, 0.15F * globalSpeed, 0.03F * globalHeight, true, 3.0F, 0.0F, limbSwing, limbSwingAmount);
  75. walk(Neck5, 0.15F * globalSpeed, 0.03F * globalHeight, true, 3.0F, 0.0F, limbSwing, limbSwingAmount);
  76.  
  77. //Head
  78. walk(Head1, 0.15F * globalSpeed, 0.0F * globalHeight, true, 0.0F, 0.0F, limbSwing, limbSwingAmount);
  79. walk(Lowerjaw, 0.15F * globalSpeed, 0.0F * globalHeight, true, 0.0F, -0.15F, limbSwing, limbSwingAmount);
  80. walk(Snout1, 0.15F * globalSpeed, 0.0F * globalHeight, true, 0.0F, -0.15F, limbSwing, limbSwingAmount);
  81. walk(Snout2, 0.15F * globalSpeed, 0.0F * globalHeight, true, 0.0F, -0.15F, limbSwing, limbSwingAmount);
  82.  
  83. //Tail
  84. swing(Tail1, 0.15F * globalSpeed, 0.25F * globalHeight, true, 0, 0.0F, limbSwing, limbSwingAmount);
  85. swing(Tail2, 0.15F * globalSpeed, 0.25F * globalHeight, true, 0, 0.0F, limbSwing, limbSwingAmount);
  86. swing(Tail3, 0.15F * globalSpeed, 0.25F * globalHeight, true, 0, 0.0F, limbSwing, limbSwingAmount);
  87. swing(Tail4, 0.15F * globalSpeed, 0.25F * globalHeight, true, 0, 0.0F, limbSwing, limbSwingAmount);
  88. swing(Tail5, 0.15F * globalSpeed, 0.25F * globalHeight, true, 0, 0.0F, limbSwing, limbSwingAmount);
  89. }
  90. }
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