305 {
306 if (
drawinfo.drawPlayer.head == 270)
307 {
309 }
310 else if (
drawinfo.drawPlayer.head == 265)
311 {
313 }
314 else
315 {
317 {
318 return;
319 }
324 {
327 }
328 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) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect, hairFrame, color,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
329 if (
drawinfo.drawPlayer.head != 271)
330 {
331 return;
332 }
333 int num = PlayerDrawLayers.DrawPlayer_Head_GetTVScreen(
drawinfo.drawPlayer);
334 if (num == 0)
335 {
336 return;
337 }
339 int frameY = drawinfo.drawPlayer.miscCounter % 20 / 5;
340 if (num == 5)
341 {
342 frameY = 0;
343 if (
drawinfo.drawPlayer.eyeHelper.EyeFrameToShow > 0)
344 {
345 frameY = 2;
346 }
347 }
349 QuickCDD(
drawinfo.DrawData,
drawinfo.cHead,
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) +
drawinfo.drawPlayer.headPosition +
drawinfo.headVect,
value2,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
350 }
351 }
static void DrawPlayer_04_BadgersHat(ref PlayerDrawHeadSet drawinfo)
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 void DrawPlayer_04_CapricornMask(ref PlayerDrawHeadSet drawinfo)
static Asset< Texture2D >[] ArmorHead
static Asset< Texture2D >[] GlowMask
static bool[] UseSkinColor