119 {
127 float num = (float)
Math.
PI / 60f;
128 float num2 = num * drawinfo.drawPlayer.position.X % ((float)
Math.
PI * 2f);
130 {
132 QuickCDD(
drawinfo.DrawData,
drawinfo.cHead,
value,
vector +
new Vector2(x, (
float)(
num3 * -14) *
drawinfo.scale),
rectangle,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation, origin,
drawinfo.scale,
drawinfo.playerEffect, 0f);
133 }
135 {
137 hairFrame.Y -= 336;
139 {
140 hairFrame.Y = 0;
141 }
142 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);
143 }
144 }
static int GetHatStacks(ref PlayerDrawHeadSet drawinfo, int itemId)
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 Vector2 DrawPlayer_04_GetHatDrawPosition(ref PlayerDrawHeadSet drawinfo, Vector2 hatOffset, int usedGravDir)
static Asset< Texture2D >[] PlayerHair
static Asset< Texture2D >[] ArmorHead