115 QuickCDD(
drawinfo.DrawData,
drawinfo.cHead,
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,
drawinfo.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
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