Terraria v1.4.4.9
Terraria source code documentation
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◆ CreateCompositeData()

void Terraria.DataStructures.PlayerDrawSet.CreateCompositeData ( )
inlineprivate

Definition at line 1723 of file PlayerDrawSet.cs.

1724 {
1727 usesCompositeTorso = drawPlayer.body > 0 && drawPlayer.body < ArmorIDs.Body.Count && ArmorIDs.Body.Sets.UsesNewFramingCode[drawPlayer.body];
1728 usesCompositeFrontHandAcc = drawPlayer.handon > 0 && drawPlayer.handon < ArmorIDs.HandOn.Count && ArmorIDs.HandOn.Sets.UsesNewFramingCode[drawPlayer.handon];
1729 usesCompositeBackHandAcc = drawPlayer.handoff > 0 && drawPlayer.handoff < ArmorIDs.HandOff.Count && ArmorIDs.HandOff.Sets.UsesNewFramingCode[drawPlayer.handoff];
1730 if (drawPlayer.body < 1)
1731 {
1732 usesCompositeTorso = true;
1733 }
1734 if (!usesCompositeTorso)
1735 {
1736 return;
1737 }
1738 Point pt = new Point(1, 1);
1739 Point pt2 = new Point(0, 1);
1740 Point pt3 = default(Point);
1741 Point frameIndex = default(Point);
1742 Point frameIndex2 = default(Point);
1743 int num = drawPlayer.bodyFrame.Y / drawPlayer.bodyFrame.Height;
1745 hideCompositeShoulders = false;
1746 bool flag = true;
1747 if (drawPlayer.body > 0)
1748 {
1750 }
1751 bool flag2 = false;
1752 if (drawPlayer.handon > 0)
1753 {
1755 }
1756 bool flag3 = !flag2;
1757 switch (num)
1758 {
1759 case 0:
1760 frameIndex2.X = 2;
1761 flag3 = true;
1762 break;
1763 case 1:
1764 frameIndex2.X = 3;
1766 flag3 = true;
1767 break;
1768 case 2:
1769 frameIndex2.X = 4;
1771 flag3 = true;
1772 break;
1773 case 3:
1774 frameIndex2.X = 5;
1776 flag3 = true;
1777 break;
1778 case 4:
1779 frameIndex2.X = 6;
1781 flag3 = true;
1782 break;
1783 case 5:
1784 frameIndex2.X = 2;
1785 frameIndex2.Y = 1;
1786 pt3.X = 1;
1788 flag3 = true;
1789 if (!flag)
1790 {
1792 }
1793 break;
1794 case 6:
1795 frameIndex2.X = 3;
1796 frameIndex2.Y = 1;
1797 break;
1798 case 7:
1799 case 8:
1800 case 9:
1801 case 10:
1802 frameIndex2.X = 4;
1803 frameIndex2.Y = 1;
1804 break;
1805 case 11:
1806 case 12:
1807 case 13:
1808 frameIndex2.X = 3;
1809 frameIndex2.Y = 1;
1810 break;
1811 case 14:
1812 frameIndex2.X = 5;
1813 frameIndex2.Y = 1;
1814 break;
1815 case 15:
1816 case 16:
1817 frameIndex2.X = 6;
1818 frameIndex2.Y = 1;
1819 break;
1820 case 17:
1821 frameIndex2.X = 5;
1822 frameIndex2.Y = 1;
1823 break;
1824 case 18:
1825 case 19:
1826 frameIndex2.X = 3;
1827 frameIndex2.Y = 1;
1828 break;
1829 }
1834 {
1836 }
1838 frameIndex.X = frameIndex2.X;
1839 frameIndex.Y = frameIndex2.Y + 2;
1842 if (!drawPlayer.Male)
1843 {
1844 pt.Y += 2;
1845 pt2.Y += 2;
1846 pt3.Y += 2;
1847 }
1853 }
static bool[] showsShouldersWhileJumping
Definition ArmorIDs.cs:643
static bool[] shouldersAreAlwaysInTheBack
Definition ArmorIDs.cs:645
static bool[] UsesNewFramingCode
Definition ArmorIDs.cs:641
static bool[] UsesOldFramingTexturesForWalking
Definition ArmorIDs.cs:1481
CompositeArmData compositeFrontArm
Definition Player.cs:1539
Rectangle bodyFrame
Definition Player.cs:1373
CompositeArmData compositeBackArm
Definition Player.cs:1541
void CreateCompositeData_DetermineShoulderOffsets(int armor, int targetFrameNumber)
void UpdateCompositeArm(Player.CompositeArmData data, ref float rotation, ref Point frameIndex, int targetX)

References Terraria.DataStructures.PlayerDrawSet.backShoulderOffset, Terraria.Player.body, Terraria.Player.bodyFrame, Terraria.DataStructures.PlayerDrawSet.compBackArmFrame, Terraria.DataStructures.PlayerDrawSet.compBackShoulderFrame, Terraria.DataStructures.PlayerDrawSet.compFrontArmFrame, Terraria.DataStructures.PlayerDrawSet.compFrontShoulderFrame, Terraria.Player.compositeBackArm, Terraria.DataStructures.PlayerDrawSet.compositeBackArmRotation, Terraria.Player.compositeFrontArm, Terraria.DataStructures.PlayerDrawSet.compositeFrontArmRotation, Terraria.DataStructures.PlayerDrawSet.compShoulderOverFrontArm, Terraria.DataStructures.PlayerDrawSet.compTorsoFrame, Terraria.DataStructures.PlayerDrawSet.CreateCompositeData_DetermineShoulderOffsets(), Terraria.DataStructures.PlayerDrawSet.CreateCompositeFrameRect(), Terraria.Entity.direction, Terraria.DataStructures.PlayerDrawSet.drawPlayer, Terraria.DataStructures.PlayerDrawSet.frontShoulderOffset, Terraria.Player.gravDir, Terraria.Player.handoff, Terraria.Player.handon, Microsoft.Xna.Framework.Rectangle.Height, Terraria.DataStructures.PlayerDrawSet.hideCompositeShoulders, Terraria.Player.Male, Microsoft.Xna.Framework.Graphics.Point, Terraria.ID.ArmorIDs.Body.Sets.shouldersAreAlwaysInTheBack, Terraria.ID.ArmorIDs.Body.Sets.showsShouldersWhileJumping, Terraria.DataStructures.PlayerDrawSet.UpdateCompositeArm(), Terraria.DataStructures.PlayerDrawSet.usesCompositeBackHandAcc, Terraria.DataStructures.PlayerDrawSet.usesCompositeFrontHandAcc, Terraria.DataStructures.PlayerDrawSet.usesCompositeTorso, Terraria.ID.ArmorIDs.Body.Sets.UsesNewFramingCode, Terraria.ID.ArmorIDs.HandOn.Sets.UsesNewFramingCode, Terraria.ID.ArmorIDs.HandOff.Sets.UsesNewFramingCode, Terraria.ID.ArmorIDs.HandOn.Sets.UsesOldFramingTexturesForWalking, Microsoft.Xna.Framework.Graphics.Vector2, and Microsoft.Xna.Framework.Vector2.Zero.

Referenced by Terraria.DataStructures.PlayerDrawSet.BoringSetup().