//This JSON was modified by Rainvay_ZCYF (@ZouChenyunfei) and AgentMindStorm (@agentms_). Please do not use this document without permission.
{
  "format_version": "1.10.0",
  "animations": {
    "animation.drowned.attack.rotations": {
      "loop": true,
      "bones": {
        "body": {
          "rotation": [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ]
        },
        "leftarm": {
          "rotation": [ "-(math.sin(-(1.0 - (1.0 - variable.attack_time) * (1.0 - variable.attack_time)) * 180.0) + math.sin(variable.attack_time * 180.0)) * 5.73", 0.0, 0.0 ]
        },
        "rightarm": {
          "rotation": [ "-(math.sin(-(1.0 - (1.0 - variable.attack_time) * (1.0 - variable.attack_time)) * 180.0) * 34.38 + math.sin(variable.attack_time * 180.0) * 28.65)", "math.sin(math.sqrt(variable.attack_time) * 360.0) * 22.92", 0.0 ]
        },
        "leftleg": {
          "rotation": [ "variable.tcos0 * -1.4", 0.0, 0.0 ]
        },
        "rightleg": {
          "rotation": [ "variable.tcos0 * 1.4", 0.0, 0.0 ]
        }
      }
    },
    "animation.drowned.attack": { //This animation handles the chasing arms and the trident throwing animation. The default brandish trident animation is disabled because it wasn't working correctly and didn't match Java Edition anyway.
      "loop": true,
      "bones": {
        "leftarm": {
          "rotation": [ -40, 0, 0 ]
        },
        "rightarm": {
          "rotation": [ "-40 - (120 * variable.is_brandishing_spear)", 0, 0 ]
        }
      }
    },
    "animation.drowned.swimming": {
      "loop": true,
      "bones": {
        "head": {
          "rotation": [ "math.clamp(query.target_x_rotation + 40.0,0,90)", 0.0, 0.0 ]
        }
      }
    }
  }
}
