content: package com.aizistral.enigmaticlegacy.client.models;
  
  /**
   * Generic class for extension by armor models.
   * Originated from Botania: https://github.com/Vazkii/Botania
   *
   * @author Integral
   */
  /*
  public class GenericArmorModel extends HumanoidModel<LivingEntity> {
  	protected final EquipmentSlot slot;
  
  	protected List<SpecialArmorModelRenderer> helmetParts = new ArrayList<>();
  	protected List<SpecialArmorModelRenderer> chestplateParts = new ArrayList<>();
  	protected List<SpecialArmorModelRenderer> leggingsParts = new ArrayList<>();
  	protected List<SpecialArmorModelRenderer> bootsParts = new ArrayList<>();
  
  	public GenericArmorModel(EquipmentSlot slot) {
  		super(1);
  		this.slot = slot;
  	}
  
  	// [VanillaCopy] ArmorStandArmorModel.setRotationAngles because armor stands are dumb
  	// This fixes the armor "breathing" and helmets always facing south on armor stands
  	@Override
  	public void setupAnim(LivingEntity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) {
  		if (!(entity instanceof ArmorStand)) {
  			super.setupAnim(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch);
  			return;
  		}
  
  		ArmorStand entityIn = (ArmorStand) entity;
  		this.head.xRot = ((float) Math.PI / 180F) * entityIn.getHeadPose().getX();
  		this.head.yRot = ((float) Math.PI / 180F) * entityIn.getHeadPose().getY();
  		this.head.zRot = ((float) Math.PI / 180F) * entityIn.getHeadPose().getZ();
  		this.head.setPos(0.0F, 1.0F, 0.0F);
  		this.body.xRot = ((float) Math.PI / 180F) * entityIn.getBodyPose().getX();
  		this.body.yRot = ((float) Math.PI / 180F) * entityIn.getBodyPose().getY();
  		this.body.zRot = ((float) Math.PI / 180F) * entityIn.getBodyPose().getZ();
  		this.leftArm.xRot = ((float) Math.PI / 180F) * entityIn.getLeftArmPose().getX();
  		this.leftArm.yRot = ((float) Math.PI / 180F) * entityIn.getLeftArmPose().getY();
  		this.leftArm.zRot = ((float) Math.PI / 180F) * entityIn.getLeftArmPose().getZ();
  		this.rightArm.xRot = ((float) Math.PI / 180F) * entityIn.getRightArmPose().getX();
  		this.rightArm.yRot = ((float) Math.PI / 180F) * entityIn.getRightArmPose().getY();
  		this.rightArm.zRot = ((float) Math.PI / 180F) * entityIn.getRightArmPose().getZ();
  		this.leftLeg.xRot = ((float) Math.PI / 180F) * entityIn.getLeftLegPose().getX();
  		this.leftLeg.yRot = ((float) Math.PI / 180F) * entityIn.getLeftLegPose().getY();
  		this.leftLeg.zRot = ((float) Math.PI / 180F) * entityIn.getLeftLegPose().getZ();
  		this.leftLeg.setPos(1.9F, 11.0F, 0.0F);
  		this.rightLeg.xRot = ((float) Math.PI / 180F) * entityIn.getRightLegPose().getX();
  		this.rightLeg.yRot = ((float) Math.PI / 180F) * entityIn.getRightLegPose().getY();
  		this.rightLeg.zRot = ((float) Math.PI / 180F) * entityIn.getRightLegPose().getZ();
  		this.rightLeg.setPos(-1.9F, 11.0F, 0.0F);
  		this.hat.copyFrom(this.head);
  	}
  
  	//protected void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) {
  	//	modelRenderer.xRot = x;
  	//	modelRenderer.yRot = y;
  	//	modelRenderer.zRot = z;
  	//}
  
  	public void setRenderingForType(EquipmentSlot type) {
  
  		for (SpecialArmorModelRenderer renderer : this.helmetParts) {
  			renderer.visible = type == EquipmentSlot.HEAD || type == EquipmentSlot.MAINHAND;
  		}
  		for (SpecialArmorModelRenderer renderer : this.chestplateParts) {
  			renderer.visible = type == EquipmentSlot.CHEST || type == EquipmentSlot.MAINHAND;
  		}
  		for (SpecialArmorModelRenderer renderer : this.leggingsParts) {
  			renderer.visible = type == EquipmentSlot.LEGS || type == EquipmentSlot.MAINHAND;
  		}
  		for (SpecialArmorModelRenderer renderer : this.bootsParts) {
  			renderer.visible = type == EquipmentSlot.FEET || type == EquipmentSlot.MAINHAND;
  		}
  
  	}
  
  }
   */
  