Terraria v1.4.4.9
Terraria source code documentation
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◆ DrawPlayer_17_Torso()

static void Terraria.DataStructures.PlayerDrawLayers.DrawPlayer_17_Torso ( ref PlayerDrawSet drawinfo)
inlinestatic

Definition at line 1582 of file PlayerDrawLayers.cs.

1583 {
1584 if (drawinfo.usesCompositeTorso)
1585 {
1587 }
1588 else if (drawinfo.drawPlayer.body > 0 && drawinfo.drawPlayer.body < ArmorIDs.Body.Count)
1589 {
1590 Rectangle bodyFrame = drawinfo.drawPlayer.bodyFrame;
1591 int num = drawinfo.armorAdjust;
1592 bodyFrame.X += num;
1593 bodyFrame.Width -= num;
1594 if (drawinfo.drawPlayer.direction == -1)
1595 {
1596 num = 0;
1597 }
1598 if (!drawinfo.drawPlayer.invis || (drawinfo.drawPlayer.body != 21 && drawinfo.drawPlayer.body != 22))
1599 {
1600 Texture2D texture = (drawinfo.drawPlayer.Male ? TextureAssets.ArmorBody[drawinfo.drawPlayer.body].Value : TextureAssets.FemaleBody[drawinfo.drawPlayer.body].Value);
1601 DrawData item = new DrawData(texture, new Vector2((int)(drawinfo.Position.X - Main.screenPosition.X - (float)(drawinfo.drawPlayer.bodyFrame.Width / 2) + (float)(drawinfo.drawPlayer.width / 2)) + num, (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), bodyFrame, drawinfo.colorArmorBody, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
1602 item.shader = drawinfo.cBody;
1603 drawinfo.DrawDataCache.Add(item);
1604 if (drawinfo.bodyGlowMask != -1)
1605 {
1606 item = new DrawData(TextureAssets.GlowMask[drawinfo.bodyGlowMask].Value, new Vector2((int)(drawinfo.Position.X - Main.screenPosition.X - (float)(drawinfo.drawPlayer.bodyFrame.Width / 2) + (float)(drawinfo.drawPlayer.width / 2)) + num, (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), bodyFrame, drawinfo.bodyGlowColor, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
1607 item.shader = drawinfo.cBody;
1608 drawinfo.DrawDataCache.Add(item);
1609 }
1610 }
1611 if (drawinfo.missingHand && !drawinfo.drawPlayer.invis)
1612 {
1613 DrawData drawData = new DrawData(TextureAssets.Players[drawinfo.skinVar, 5].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.bodyFrame, drawinfo.colorBodySkin, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
1614 drawData.shader = drawinfo.skinDyePacked;
1615 DrawData item = drawData;
1616 drawinfo.DrawDataCache.Add(item);
1617 }
1618 }
1619 else if (!drawinfo.drawPlayer.invis)
1620 {
1621 DrawData item;
1622 if (!drawinfo.drawPlayer.Male)
1623 {
1624 item = new DrawData(TextureAssets.Players[drawinfo.skinVar, 4].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.bodyFrame, drawinfo.colorUnderShirt, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
1625 drawinfo.DrawDataCache.Add(item);
1626 item = new DrawData(TextureAssets.Players[drawinfo.skinVar, 6].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.bodyFrame, drawinfo.colorShirt, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
1627 drawinfo.DrawDataCache.Add(item);
1628 }
1629 else
1630 {
1631 item = new DrawData(TextureAssets.Players[drawinfo.skinVar, 4].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.bodyFrame, drawinfo.colorUnderShirt, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
1632 drawinfo.DrawDataCache.Add(item);
1633 item = new DrawData(TextureAssets.Players[drawinfo.skinVar, 6].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.bodyFrame, drawinfo.colorShirt, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
1634 drawinfo.DrawDataCache.Add(item);
1635 }
1636 DrawData drawData = new DrawData(TextureAssets.Players[drawinfo.skinVar, 5].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.bodyFrame, drawinfo.colorBodySkin, drawinfo.drawPlayer.bodyRotation, drawinfo.bodyVect, 1f, drawinfo.playerEffect);
1637 drawData.shader = drawinfo.skinDyePacked;
1638 item = drawData;
1639 drawinfo.DrawDataCache.Add(item);
1640 }
1641 }
void Add(TKey key, TValue value)
static void DrawPlayer_17_TorsoComposite(ref PlayerDrawSet drawinfo)
static Asset< Texture2D >[] FemaleBody
static Asset< Texture2D >[] GlowMask
static Asset< Texture2D >[,] Players
static Asset< Texture2D >[] ArmorBody
static readonly int Count
Definition ArmorIDs.cs:1032

References System.Collections.Generic.Dictionary< TKey, TValue >.Add(), Terraria.GameContent.TextureAssets.ArmorBody, Terraria.ID.ArmorIDs.Body.Count, Terraria.DataStructures.PlayerDrawLayers.DrawPlayer_17_TorsoComposite(), Terraria.GameContent.TextureAssets.FemaleBody, Terraria.GameContent.TextureAssets.GlowMask, System.item, Terraria.GameContent.TextureAssets.Players, Terraria.Main.screenPosition, and Microsoft.Xna.Framework.Graphics.Vector2.

Referenced by Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayer_UseNormalLayers().