src/main/java/ivorius/invinciblehamster/client/rendering/ModelInvincibleHamster.java
@Override
    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    {
        super.render(par1Entity, par2, par3, par4, par5, par6, par7);
        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);

        GL11.glPushMatrix();
        GL11.glTranslatef(0.0F, 0.2F, 0.0F);

        if (isChild)
        {
            float f = 2.0F;
            GL11.glPushMatrix();
            GL11.glTranslatef(0.0F, 5F * par7, 2.0F * par7);
            hamsterHeadMain.renderWithRotation(par7);
            GL11.glPopMatrix();
            GL11.glPushMatrix();
            GL11.glScalef(1.0F / f, 1.0F / f, 1.0F / f);
            GL11.glTranslatef(0.0F, 24F * par7, 0.0F);
            hamsterBody.render(par7);
            hamsterLeg1.render(par7);
            hamsterLeg2.render(par7);
            hamsterLeg3.render(par7);
            hamsterLeg4.render(par7);
            hamsterMane.render(par7);
            GL11.glPopMatrix();
        }
        else
        {
            hamsterHeadMain.renderWithRotation(par7);
            hamsterBody.render(par7);
            hamsterLeg1.render(par7);
            hamsterLeg2.render(par7);
            hamsterLeg3.render(par7);
            hamsterLeg4.render(par7);
            hamsterMane.render(par7);
        }

        GL11.glPopMatrix();
    }
/**
     * Sets the models various rotation angles then renders the model.
     */
Sets the models various rotation angles then renders the model.
Sets the models various rotation angles then renders the model .
@Override
    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    {
        super.render(par1Entity, par2, par3, par4, par5, par6, par7);
        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
        GL11.glPushMatrix();
        GL11.glTranslatef(0.0F, 0.2F, 0.0F);
        if (isChild)
        {
            float f = 2.0F;
            GL11.glPushMatrix();
            GL11.glTranslatef(0.0F, 5F * par7, 2.0F * par7);
            hamsterHeadMain.renderWithRotation(par7);
            GL11.glPopMatrix();
            GL11.glPushMatrix();
            GL11.glScalef(1.0F / f, 1.0F / f, 1.0F / f);
            GL11.glTranslatef(0.0F, 24F * par7, 0.0F);
            hamsterBody.render(par7);
            hamsterLeg1.render(par7);
            hamsterLeg2.render(par7);
            hamsterLeg3.render(par7);
            hamsterLeg4.render(par7);
            hamsterMane.render(par7);
            GL11.glPopMatrix();
        }
        else
        {
            hamsterHeadMain.renderWithRotation(par7);
            hamsterBody.render(par7);
            hamsterLeg1.render(par7);
            hamsterLeg2.render(par7);
            hamsterLeg3.render(par7);
            hamsterLeg4.render(par7);
            hamsterMane.render(par7);
        }
        GL11.glPopMatrix();
    }
@ Override public void render ( Entity par1Entity , float par2 , float par3 , float par4 , float par5 , float par6 , float par7 ) { super . render ( par1Entity , par2 , par3 , par4 , par5 , par6 , par7 ) ; this . setRotationAngles ( par2 , par3 , par4 , par5 , par6 , par7 , par1Entity ) ; GL11 . glPushMatrix ( ) ; GL11 . glTranslatef ( 0.0F , 0.2F , 0.0F ) ; if ( isChild ) { float f = 2.0F ; GL11 . glPushMatrix ( ) ; GL11 . glTranslatef ( 0.0F , 5F * par7 , 2.0F * par7 ) ; hamsterHeadMain . renderWithRotation ( par7 ) ; GL11 . glPopMatrix ( ) ; GL11 . glPushMatrix ( ) ; GL11 . glScalef ( 1.0F / f , 1.0F / f , 1.0F / f ) ; GL11 . glTranslatef ( 0.0F , 24F * par7 , 0.0F ) ; hamsterBody . render ( par7 ) ; hamsterLeg1 . render ( par7 ) ; hamsterLeg2 . render ( par7 ) ; hamsterLeg3 . render ( par7 ) ; hamsterLeg4 . render ( par7 ) ; hamsterMane . render ( par7 ) ; GL11 . glPopMatrix ( ) ; } else { hamsterHeadMain . renderWithRotation ( par7 ) ; hamsterBody . render ( par7 ) ; hamsterLeg1 . render ( par7 ) ; hamsterLeg2 . render ( par7 ) ; hamsterLeg3 . render ( par7 ) ; hamsterLeg4 . render ( par7 ) ; hamsterMane . render ( par7 ) ; } GL11 . glPopMatrix ( ) ; }
Sets the models various rotation angles then renders the model.
Sets the models various rotation angles then renders the model .