25 QuickCDD(
drawinfo.DrawData,
drawinfo.cHead,
TextureAssets.
ArmorHead[num].Value,
drawinfo.helmetOffset +
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect, hairFrame,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
32 bool flag = drawinfo.drawPlayer.head == 38 || drawinfo.drawPlayer.head == 135 || drawinfo.drawPlayer.head == 269;
36 QuickCDD(
drawinfo.DrawData,
drawinfo.cFaceHead,
TextureAssets.
AccFace[
drawinfo.drawPlayer.faceHead].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect +
faceHeadOffsetFromHelmet,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
44 sbyte faceHead =
drawinfo.drawPlayer.faceHead;
45 if ((uint)(faceHead - 10) <= 3
u)
47 num = 2 *
drawinfo.drawPlayer.direction;
50 QuickCDD(
drawinfo.DrawData,
drawinfo.cFace,
TextureAssets.
AccFace[
drawinfo.drawPlayer.face].Value,
new Vector2((
float)(
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)) + num,
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
52 else if (!flag && !
drawinfo.drawPlayer.isHatRackDoll)
54 QuickCDD(
drawinfo.DrawData,
drawinfo.skinDyePacked,
TextureAssets.
Players[
drawinfo.skinVar, 0].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
55 QuickCDD(
drawinfo.DrawData,
TextureAssets.
Players[
drawinfo.skinVar, 1].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorEyeWhites,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
56 QuickCDD(
drawinfo.DrawData,
TextureAssets.
Players[
drawinfo.skinVar, 2].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorEyes,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
57 if (
drawinfo.drawPlayer.yoraiz0rDarkness)
59 QuickCDD(
drawinfo.DrawData,
drawinfo.skinDyePacked,
TextureAssets.
Extra[67].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
63 QuickCDD(
drawinfo.DrawData,
drawinfo.cFace,
TextureAssets.
AccFace[
drawinfo.drawPlayer.face].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
81 QuickCDD(
drawinfo.DrawData,
shaderTechnique,
TextureAssets.
ArmorHead[
drawinfo.drawPlayer.head].Value,
drawinfo.helmetOffset +
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.HairFrame, color,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
90 QuickCDD(
drawinfo.DrawData,
drawinfo.hairShaderPacked,
TextureAssets.
PlayerHair[
drawinfo.drawPlayer.hair].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect +
drawinfo.hairOffset, hairFrame,
drawinfo.colorHair,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
106 QuickCDD(
drawinfo.DrawData,
drawinfo.hairShaderPacked,
TextureAssets.
PlayerHairAlt[
drawinfo.drawPlayer.hair].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect, hairFrame,
drawinfo.colorHair,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
114 hairFrame.Width += 2;
115 QuickCDD(
drawinfo.DrawData,
drawinfo.cHead,
TextureAssets.
ArmorHead[
drawinfo.drawPlayer.head].Value,
drawinfo.helmetOffset +
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect, hairFrame,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
127 float num = (float)
Math.
PI / 60f;
128 float num2 = num * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
132 QuickCDD(
drawinfo.DrawData,
drawinfo.cHead,
value,
vector +
new Vector2(x, (
float)(
num3 * -14) *
drawinfo.scale),
rectangle,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation, origin,
drawinfo.scale,
drawinfo.playerEffect, 0f);
142 QuickCDD(
drawinfo.DrawData,
drawinfo.hairShaderPacked,
TextureAssets.
PlayerHair[
drawinfo.drawPlayer.hair].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect +
drawinfo.hairOffset, hairFrame,
drawinfo.colorHair,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
156 float num3 =
num2 * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
159 bool flag = (Main.GlobalTimeWrappedHourly + 180f) % 600f < 60f;
170 rectangle.Y = rectangle.Height * 5;
174 rectangle.Y = rectangle.Height * (
num5++ % 4 + 1);
179 QuickCDD(
drawinfo.DrawData,
drawinfo.cHead,
value,
vector +
new Vector2(x, (
num6 * -4 +
num7) * num) *
drawinfo.scale,
rectangle,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation, origin,
drawinfo.scale,
drawinfo.playerEffect, 0f);
212 if (
drawinfo.drawPlayer.head == 259)
230 QuickCDD(
drawinfo.DrawData,
drawinfo.hairShaderPacked,
TextureAssets.
PlayerHair[
drawinfo.drawPlayer.hair].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect +
drawinfo.hairOffset, hairFrame,
drawinfo.colorHair,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
241 QuickCDD(
drawinfo.DrawData,
shaderTechnique,
TextureAssets.
ArmorHead[
drawinfo.drawPlayer.head].Value,
drawinfo.helmetOffset +
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory, color,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
251 if (
drawinfo.drawPlayer.head == 158)
253 hairFrame.Height -= 2;
256 if (hairFrame.
Y == hairFrame.
Height * 6)
258 hairFrame.Height -= 2;
260 else if (hairFrame.
Y == hairFrame.
Height * 7)
264 else if (hairFrame.
Y == hairFrame.
Height * 8)
268 else if (hairFrame.
Y == hairFrame.
Height * 9)
272 else if (hairFrame.
Y == hairFrame.
Height * 10)
276 else if (hairFrame.
Y == hairFrame.
Height * 13)
278 hairFrame.Height -= 2;
280 else if (hairFrame.
Y == hairFrame.
Height * 14)
284 else if (hairFrame.
Y == hairFrame.
Height * 15)
288 else if (hairFrame.
Y == hairFrame.
Height * 16)
300 QuickCDD(
drawinfo.DrawData,
shaderTechnique,
TextureAssets.
ArmorHead[
drawinfo.drawPlayer.head].Value,
drawinfo.helmetOffset +
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f + (
float)num) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect, hairFrame, color,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
306 if (
drawinfo.drawPlayer.head == 270)
310 else if (
drawinfo.drawPlayer.head == 265)
328 QuickCDD(
drawinfo.DrawData,
shaderTechnique,
TextureAssets.
ArmorHead[
drawinfo.drawPlayer.head].Value,
drawinfo.helmetOffset +
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect, hairFrame, color,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
329 if (
drawinfo.drawPlayer.head != 271)
339 int frameY = drawinfo.drawPlayer.miscCounter % 20 / 5;
343 if (
drawinfo.drawPlayer.eyeHelper.EyeFrameToShow > 0)
349 QuickCDD(
drawinfo.DrawData,
drawinfo.cHead,
value,
drawinfo.helmetOffset +
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
value2,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
363 QuickCDD(
drawinfo.DrawData,
drawinfo.hairShaderPacked,
TextureAssets.
PlayerHair[
drawinfo.drawPlayer.hair].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect +
drawinfo.hairOffset, hairFrame,
drawinfo.colorHair,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
377 QuickCDD(
drawinfo.DrawData,
drawinfo.cBeard,
TextureAssets.
AccBeard[
drawinfo.drawPlayer.beard].Value,
beardDrawOffsetFromHelmet +
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory, color,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
386 QuickCDD(
drawinfo.DrawData,
drawinfo.cFace,
TextureAssets.
AccFace[
drawinfo.drawPlayer.face].Value,
vector +
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
390 QuickCDD(
drawinfo.DrawData,
drawinfo.cFaceFlower,
TextureAssets.
AccFace[
drawinfo.drawPlayer.faceFlower].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
394 QuickCDD(
drawinfo.DrawData,
drawinfo.cUnicornHorn,
TextureAssets.
Extra[143].Value,
new Vector2(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
399 QuickCDD(
drawinfo.DrawData,
drawinfo.cAngelHalo,
TextureAssets.
AccFace[7].Value,
new Vector2((
int)(
drawinfo.Position.X -
Main.
screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)),
drawinfo.Position.Y -
Main.
screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
new Color(200, 200, 200, 200),
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
412 if (!
cdd.sourceRect.HasValue)
414 cdd.sourceRect =
cdd.texture.Frame();
417 if (
cdd.texture !=
null)
419 cdd.Draw(spriteBatch);
436 public static void QuickCDD(
List<DrawData> drawData,
int shaderTechnique,
Texture2D texture,
Vector2 position,
Rectangle?
sourceRectangle,
Color color,
float rotation,
Vector2 origin,
float scale,
SpriteEffects effects,
float layerDepth)
EffectPassCollection Passes
unsafe EffectTechnique CurrentTechnique
void Add(TKey key, TValue value)
static void DrawPlayer_RenderAllLayers(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_03_HelmetHair(ref PlayerDrawHeadSet drawinfo)
static int GetHatStacks(ref PlayerDrawHeadSet drawinfo, int itemId)
static void DrawPlayer_05_TallHats(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_02_DrawArmorWithFullHair(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_04_BadgersHat(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_01_FaceSkin(ref PlayerDrawHeadSet drawinfo)
static void QuickCDD(List< DrawData > drawData, Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)
static void DrawPlayer_06_NormalHats(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_DrawSelectionRect(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_04_HatsWithFullHair(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_04_RabbitOrder(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_07_JustHair(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_00_BackHelmet(ref PlayerDrawHeadSet drawinfo)
static void DrawPlayer_04_CapricornMask(ref PlayerDrawHeadSet drawinfo)
static Vector2 DrawPlayer_04_GetHatDrawPosition(ref PlayerDrawHeadSet drawinfo, Vector2 hatOffset, int usedGravDir)
static void DrawPlayer_0_(ref PlayerDrawHeadSet drawinfo)
static void QuickCDD(List< DrawData > drawData, int shaderTechnique, Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)
static void DrawPlayer_08_FaceAcc(ref PlayerDrawHeadSet drawinfo)
static void SetShaderForData(Player player, int cHead, ref DrawData cdd)
static int DrawPlayer_Head_GetTVScreen(Player plr)
static Asset< Texture2D >[] PlayerHair
static Asset< Texture2D >[] ArmorHead
static Asset< Texture2D >[] GlowMask
static Asset< Texture2D >[] Extra
static Asset< Texture2D >[] PlayerHairAlt
static Asset< Texture2D >[,] Players
static Asset< Texture2D >[] AccBeard
static Asset< Texture2D >[] AccFace
static bool[] UseHairColor
static bool[] DrawInFaceUnderHairLayer
static readonly sbyte Count
static bool[] UseSkinColor
static int[] FrontToBackID
static bool[] PreventBeardDraw
static readonly int Count
static SpriteBatch spriteBatch
static Effect pixelShader
static Vector2 screenPosition
static Projectile[] projectile
static void DrawRect(SpriteBatch spriteBatch, Rectangle rect, Color color)
static void GetDrawBoundary(List< DrawData > playerDrawData, out Vector2 lowest, out Vector2 highest)