1730 {
1733 bool flag = drawinfo.drawPlayer.head == 14 || drawinfo.drawPlayer.head == 56 || drawinfo.drawPlayer.head == 114 || drawinfo.drawPlayer.head == 158 || drawinfo.drawPlayer.head == 69 || drawinfo.drawPlayer.head == 180;
1734 bool flag2 = drawinfo.drawPlayer.head == 28;
1735 bool flag3 = drawinfo.drawPlayer.head == 39 || drawinfo.drawPlayer.head == 38;
1737 Vector2 position = (drawinfo.Position - Main.screenPosition +
vector).Floor() + drawinfo.drawPlayer.headPosition +
drawinfo.headVect;
1739 {
1740 int num = drawinfo.drawPlayer.bodyFrame.Height -
drawinfo.hairFrontFrame.Height;
1741 position.Y += num;
1742 }
1745 {
1749 {
1752 }
1754 item.shader = shader;
1757 {
1759 item.shader =
drawinfo.hairDyePacked;
1761 }
1762 }
1764 {
1766 item.shader =
drawinfo.hairDyePacked;
1768 }
1769 if (
drawinfo.drawPlayer.head == 270)
1770 {
1772 bodyFrame.Width += 2;
1779 }
1780 else if (flag)
1781 {
1784 if (
drawinfo.drawPlayer.gravDir == 1f)
1785 {
1787 {
1788 bodyFrame2.Y -= 2;
1789 headVect.Y += 2f;
1790 }
1791 bodyFrame2.Height -= 8;
1792 }
1794 {
1795 bodyFrame2.Y -= 2;
1796 headVect.Y -= 10f;
1797 bodyFrame2.Height -= 8;
1798 }
1802 {
1805 }
1809 }
1810 else if (
drawinfo.drawPlayer.head == 259)
1811 {
1820 float num4 =
num3 * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
1822 {
1827 }
1829 {
1831 item.shader =
drawinfo.hairDyePacked;
1833 }
1834 }
1836 {
1838 {
1839 if (
drawinfo.drawPlayer.head == 13)
1840 {
1843 float num7 =
num6 * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
1845 {
1850 }
1851 }
1852 else if (
drawinfo.drawPlayer.head == 265)
1853 {
1861 float num10 =
num9 * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
1864 bool flag4 = (Main.GlobalTimeWrappedHourly + 180f) % 600f < 60f;
1866 {
1869 {
1870 rectangle2.Y = 0;
1872 }
1873 else if (
num13 == 0)
1874 {
1875 rectangle2.Y = rectangle2.Height * 5;
1876 }
1877 else
1878 {
1879 rectangle2.Y = rectangle2.Height * (
num12++ % 4 + 1);
1880 }
1882 {
1887 }
1888 }
1889 }
1890 else
1891 {
1894 if (
drawinfo.drawPlayer.gravDir == 1f)
1895 {
1896 bodyFrame3.Height -= 4;
1897 }
1898 else
1899 {
1900 headVect2.Y -= 4f;
1901 bodyFrame3.Height -= 4;
1902 }
1906 {
1909 }
1914 {
1916 {
1919 {
1921 num16 += drawinfo.drawPlayer.bodyFrame.Y / 56;
1922 if (
num16 >= Main.OffsetsPlayerHeadgear.Length)
1923 {
1925 }
1927 vector4.Y -= 2f;
1930 int frameY = drawinfo.drawPlayer.miscCounter % 20 / 5;
1932 {
1933 frameY = 0;
1934 if (
drawinfo.drawPlayer.eyeHelper.EyeFrameToShow > 0)
1935 {
1936 frameY = 2;
1937 }
1938 }
1943 }
1944 }
1945 else if (
drawinfo.headGlowMask == 273)
1946 {
1947 for (
int j = 0;
j < 2;
j++)
1948 {
1949 item =
new DrawData(position:
new Vector2((float)Main.rand.
Next(-10, 10) * 0.125f, (float)Main.rand.
Next(-10, 10) * 0.125f) + 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, texture:
TextureAssets.GlowMask[
drawinfo.headGlowMask].
Value, sourceRect:
bodyFrame3, color:
drawinfo.headGlowColor, rotation:
drawinfo.drawPlayer.headRotation, origin:
headVect2, scale: 1f, effect:
drawinfo.playerEffect);
1952 }
1953 }
1954 else
1955 {
1959 }
1960 }
1961 if (
drawinfo.drawPlayer.head == 211)
1962 {
1964 ulong
seed = (ulong)(
drawinfo.drawPlayer.miscCounter / 4 + 100);
1967 {
1968 float x3 = (float)Utils.RandomInt(
ref seed, -10, 11) * 0.2f;
1969 float y = (float)Utils.RandomInt(
ref seed, -14, 1) * 0.15f;
1973 }
1974 }
1975 }
1976 }
1977 }
1979 {
1981 item.shader =
drawinfo.hairDyePacked;
1983 }
1985 {
1989 {
1991 }
1995 }
1996 if (
drawinfo.drawPlayer.head == 205)
1997 {
1999 drawData.shader =
drawinfo.skinDyePacked;
2002 }
2004 {
2006 bodyFrame4.Y = 0;
2007 float num18 = (float)
drawinfo.drawPlayer.miscCounter / 300f;
2012 {
2014 }
2016 {
2018 }
2022 }
2023 if (
drawinfo.drawPlayer.head == 137)
2024 {
2025 DrawData
item =
new DrawData(
TextureAssets.
JackHat.Value, 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,
drawinfo.drawPlayer.bodyFrame,
new Color(255, 255, 255, 255),
drawinfo.drawPlayer.headRotation,
drawinfo.headVect, 1f,
drawinfo.playerEffect);
2027 for (
int l = 0;
l < 7;
l++)
2028 {
2030 Vector2 vector5 =
new Vector2((
float)Main.rand.Next(-10, 11) * 0.2f, (
float)Main.rand.Next(-10, 11) * 0.2f);
2031 vector5.X =
drawinfo.drawPlayer.itemFlamePos[
l].X;
2032 vector5.Y =
drawinfo.drawPlayer.itemFlamePos[
l].Y;
2036 }
2037 }
2039 {
2041 bodyFrame5.Y = 0;
2044 if (
drawinfo.drawPlayer.mount.Active &&
drawinfo.drawPlayer.mount.Type == 52)
2045 {
2049 }
2052 }
2053 }
void Add(TKey key, TValue value)
static int GetHatStacks(ref PlayerDrawSet drawinfo, int hatItemId)
static int DrawPlayer_Head_GetTVScreen(Player plr)
static Vector2 DrawPlayer_21_Head_GetSpecialHatDrawPosition(ref PlayerDrawSet drawinfo, ref Vector2 helmetOffset, Vector2 hatOffset)
static void DrawPlayer_21_Head_TheFace(ref PlayerDrawSet drawinfo)
static Asset< Texture2D >[] PlayerHair
static Asset< Texture2D >[] ArmorHead
static Asset< Texture2D >[] GlowMask
static Asset< Texture2D > JackHat
static Asset< Texture2D >[] Extra
static Asset< Texture2D >[] PlayerHairAlt
static Asset< Texture2D >[] AccBeard
static bool[] UseHairColor
static bool[] PreventHairDraw
static bool[] UseSkinColor
static bool[] PreventBeardDraw
static readonly int Count
static Color Lerp(Color value1, Color value2, float amount)