You want to hold it like a lantern right? Go into the ModelBiped class, and then look into the setRotationAngles function:
public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
{
//ALL THAT DIFFERENT UNDERSTANABLE CODE HERE
}
The second step, is to add new code to the end of the function.
public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
{
//ALL THAT DIFFERENT UNDERSTANABLE CODE HERE
if(par7Entity instanceof EntityPlayer){ //CHECKING IF THE ENTITY IS A PLAYER
EntityPlayer player = (EntityPlayer) par7Entity;
if(player.getCurrectItem().itemID == ItemSometgingasda.item_Lantern.itemID){ //CHECKING IF THE PLAYER IS HOLDING THE LANTERN. CHANGE THAT IF YOU NEED
this.bipedRightArm.rotateAngleX+=90.0f/180f*3.14f; //APPLYING THE ROTATION TO THE RIGHT ARM
}
}
Remember, the new code should be at the end of the setRotationAngles function .