2944 {
2946 Vector2 vector2 = Main.OffsetsPlayerHeadgear[drawinfo.drawPlayer.bodyFrame.Y /
drawinfo.drawPlayer.bodyFrame.Height];
2947 vector2.Y -= 2f;
2949 float bodyRotation =
drawinfo.drawPlayer.bodyRotation;
2950 float rotation = drawinfo.drawPlayer.bodyRotation +
drawinfo.compositeFrontArmRotation;
2957 {
2959 }
2961 bool num = drawinfo.drawPlayer.body > 0 && drawinfo.drawPlayer.body <
ArmorIDs.
Body.
Count;
2962 int num2 = (drawinfo.compShoulderOverFrontArm ? 1 : 0);
2963 int num3 = ((!
drawinfo.compShoulderOverFrontArm) ? 1 : 0);
2964 int num4 = ((!
drawinfo.compShoulderOverFrontArm) ? 1 : 0);
2965 bool flag = !
drawinfo.hidesTopSkin;
2966 if (num)
2967 {
2969 {
2971 for (
int i = 0;
i < 2;
i++)
2972 {
2974 {
2976 {
2978 {
2979 shader = drawinfo.skinDyePacked
2980 });
2981 }
2983 {
2985 {
2986 shader = drawinfo.skinDyePacked
2987 });
2988 }
2989 }
2991 {
2993 {
2994 shader = drawinfo.cBody
2995 });
2996 }
2998 {
3000 {
3001 shader = drawinfo.cBody
3002 });
3003 }
3004 }
3005 }
3006 }
3007 else if (!
drawinfo.drawPlayer.invis)
3008 {
3009 for (
int j = 0;
j < 2;
j++)
3010 {
3012 {
3013 if (flag)
3014 {
3016 {
3017 shader = drawinfo.skinDyePacked
3018 });
3019 }
3023 if (
drawinfo.drawPlayer.head == 269)
3024 {
3025 Vector2 position2 = drawinfo.helmetOffset +
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.headPosition +
drawinfo.headVect;
3032 }
3033 }
3035 {
3036 if (flag)
3037 {
3039 {
3040 shader = drawinfo.skinDyePacked
3041 });
3042 }
3046 }
3047 }
3048 }
3050 {
3053 {
3054 shader = drawinfo.cHandOn
3055 });
3056 }
3057 }
void Add(TKey key, TValue value)
static void DrawCompositeArmorPiece(ref PlayerDrawSet drawinfo, CompositePlayerDrawContext context, DrawData data)
static bool IsArmorDrawnWhenInvisible(int torsoID)
static Vector2 GetCompositeOffset_FrontArm(ref PlayerDrawSet drawinfo)
static Asset< Texture2D >[] AccHandsOnComposite
static Asset< Texture2D >[] ArmorBodyComposite
static Asset< Texture2D >[] GlowMask
static Asset< Texture2D >[] Extra
static Asset< Texture2D >[,] Players
static readonly int Count
static readonly int Count
CompositePlayerDrawContext