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