31 {
32 bool flag = drawinfo.drawPlayer.head == 38 || drawinfo.drawPlayer.head == 135 || drawinfo.drawPlayer.head == 269;
34 {
36 QuickCDD(
drawinfo.DrawData,
drawinfo.cFaceHead,
TextureAssets.
AccFace[
drawinfo.drawPlayer.faceHead].Value,
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) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect +
faceHeadOffsetFromHelmet,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
38 {
39 return;
40 }
41 float num = 0f;
43 {
44 sbyte faceHead =
drawinfo.drawPlayer.faceHead;
45 if ((uint)(faceHead - 10) <= 3
u)
46 {
47 num = 2 *
drawinfo.drawPlayer.direction;
48 }
49 }
50 QuickCDD(
drawinfo.DrawData,
drawinfo.cFace,
TextureAssets.
AccFace[
drawinfo.drawPlayer.face].Value,
new Vector2((
float)(
int)(
drawinfo.Position.X - Main.screenPosition.X - (
float)(
drawinfo.bodyFrameMemory.Width / 2) + (
float)(
drawinfo.drawPlayer.width / 2)) + num,
drawinfo.Position.Y - Main.screenPosition.Y + (
float)
drawinfo.drawPlayer.height - (
float)
drawinfo.bodyFrameMemory.Height + 4f) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
51 }
52 else if (!flag && !
drawinfo.drawPlayer.isHatRackDoll)
53 {
54 QuickCDD(
drawinfo.DrawData,
drawinfo.skinDyePacked,
TextureAssets.
Players[
drawinfo.skinVar, 0].Value,
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) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
55 QuickCDD(
drawinfo.DrawData,
TextureAssets.
Players[
drawinfo.skinVar, 1].Value,
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) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorEyeWhites,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
56 QuickCDD(
drawinfo.DrawData,
TextureAssets.
Players[
drawinfo.skinVar, 2].Value,
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) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorEyes,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
57 if (
drawinfo.drawPlayer.yoraiz0rDarkness)
58 {
59 QuickCDD(
drawinfo.DrawData,
drawinfo.skinDyePacked,
TextureAssets.
Extra[67].Value,
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) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
60 }
62 {
63 QuickCDD(
drawinfo.DrawData,
drawinfo.cFace,
TextureAssets.
AccFace[
drawinfo.drawPlayer.face].Value,
new Vector2((
int)(
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) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
drawinfo.bodyFrameMemory,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
64 }
65 }
66 }
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 >[] Extra
static Asset< Texture2D >[,] Players
static Asset< Texture2D >[] AccFace
static bool[] DrawInFaceUnderHairLayer
static readonly sbyte Count