211 {
212 if (
drawinfo.drawPlayer.head == 259)
213 {
215 }
216 else
217 {
219 {
220 return;
221 }
223 {
225 hairFrame.Y -= 336;
227 {
228 hairFrame.Y = 0;
229 }
230 QuickCDD(
drawinfo.DrawData,
drawinfo.hairShaderPacked,
TextureAssets.
PlayerHair[
drawinfo.drawPlayer.hair].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.hairOffset, hairFrame,
drawinfo.colorHair,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
231 }
233 {
237 {
240 }
241 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,
drawinfo.bodyFrameMemory, color,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
242 }
243 }
244 }
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_RabbitOrder(ref PlayerDrawHeadSet drawinfo)
static Asset< Texture2D >[] PlayerHair
static Asset< Texture2D >[] ArmorHead
static bool[] UseSkinColor