1067 {
1069 {
1072 Vector2 vector2 = Main.OffsetsPlayerHeadgear[drawinfo.drawPlayer.bodyFrame.Y /
drawinfo.drawPlayer.bodyFrame.Height];
1073 vector2.Y -= 2f;
1075 float bodyRotation =
drawinfo.drawPlayer.bodyRotation;
1087 {
1088 drawinfo.DrawDataCache.
Add(
new DrawData(
TextureAssets.
Extra[105].Value,
vector,
new Rectangle(0, 0, 40, 56),
drawinfo.floatingTubeColor, bodyRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect)
1089 {
1090 shader = drawinfo.cFloatingTube
1091 });
1092 }
1094 {
1095 shader = drawinfo.skinDyePacked
1096 });
1097 }
1099 {
1101 {
1103 }
1104 else
1105 {
1106 DrawData
drawData =
new DrawData(
TextureAssets.
Players[
drawinfo.skinVar, 10].Value,
new Vector2((
int)(
drawinfo.Position.X - Main.screenPosition.X - (
float)(
drawinfo.drawPlayer.bodyFrame.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y - Main.screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.drawPlayer.bodyFrame.Height + 4f)) +
drawinfo.drawPlayer.bodyPosition +
new Vector2(
drawinfo.drawPlayer.bodyFrame.Width / 2,
drawinfo.drawPlayer.bodyFrame.Height / 2),
drawinfo.drawPlayer.legFrame,
drawinfo.colorLegs,
drawinfo.drawPlayer.legRotation,
drawinfo.bodyVect, 1f,
drawinfo.playerEffect);
1107 drawData.shader =
drawinfo.skinDyePacked;
1110 }
1111 }
1113 }
void Add(TKey key, TValue value)
static Vector2 GetCompositeOffset_BackArm(ref PlayerDrawSet drawinfo)
static bool IsBottomOverridden(ref PlayerDrawSet drawinfo)
static Vector2 GetCompositeOffset_FrontArm(ref PlayerDrawSet drawinfo)
static void DrawSittingLegs(ref PlayerDrawSet drawinfo, Texture2D textureToDraw, Color matchingColor, int shaderIndex=0, bool glowmask=false)
static void DrawPlayer_12_SkinComposite_BackArmShirt(ref PlayerDrawSet drawinfo)
static Asset< Texture2D >[] Extra
static Asset< Texture2D >[,] Players