247    {
  249        {
  251            if (
drawinfo.drawPlayer.head == 158)
 
  252            {
  253                hairFrame.Height -= 2;
  254            }
  255            int num = 0;
  256            if (hairFrame.
Y == hairFrame.
Height * 6)
 
  257            {
  258                hairFrame.Height -= 2;
  259            }
  260            else if (hairFrame.
Y == hairFrame.
Height * 7)
 
  261            {
  262                num = -2;
  263            }
  264            else if (hairFrame.
Y == hairFrame.
Height * 8)
 
  265            {
  266                num = -2;
  267            }
  268            else if (hairFrame.
Y == hairFrame.
Height * 9)
 
  269            {
  270                num = -2;
  271            }
  272            else if (hairFrame.
Y == hairFrame.
Height * 10)
 
  273            {
  274                num = -2;
  275            }
  276            else if (hairFrame.
Y == hairFrame.
Height * 13)
 
  277            {
  278                hairFrame.Height -= 2;
  279            }
  280            else if (hairFrame.
Y == hairFrame.
Height * 14)
 
  281            {
  282                num = -2;
  283            }
  284            else if (hairFrame.
Y == hairFrame.
Height * 15)
 
  285            {
  286                num = -2;
  287            }
  288            else if (hairFrame.
Y == hairFrame.
Height * 16)
 
  289            {
  290                num = -2;
  291            }
  292            hairFrame.Y += num;
  296            {
  299            }
  300            QuickCDD(
drawinfo.DrawData, 
shaderTechnique, 
TextureAssets.
ArmorHead[
drawinfo.drawPlayer.head].Value, 
drawinfo.helmetOffset + 
new Vector2(
drawinfo.Position.X - Main.screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2), 
drawinfo.Position.Y - Main.screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f + (
float)num) + 
drawinfo.drawPlayer.headPosition + 
drawinfo.headVect, hairFrame, color, 
drawinfo.drawPlayer.headRotation, 
drawinfo.headVect, 
drawinfo.scale, 
drawinfo.playerEffect, 0f);
 
  301        }
  302    }
static void QuickCDD(List< DrawData > drawData, Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)
 
static Asset< Texture2D >[] ArmorHead
 
static bool[] UseSkinColor