368 {
370 {
374 {
376 }
377 QuickCDD(
drawinfo.DrawData,
drawinfo.cBeard,
TextureAssets.
AccBeard[
drawinfo.drawPlayer.beard].Value,
beardDrawOffsetFromHelmet +
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);
378 }
380 {
383 {
385 }
386 QuickCDD(
drawinfo.DrawData,
drawinfo.cFace,
TextureAssets.
AccFace[
drawinfo.drawPlayer.face].Value,
vector +
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);
387 }
389 {
390 QuickCDD(
drawinfo.DrawData,
drawinfo.cFaceFlower,
TextureAssets.
AccFace[
drawinfo.drawPlayer.faceFlower].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);
391 }
393 {
394 QuickCDD(
drawinfo.DrawData,
drawinfo.cUnicornHorn,
TextureAssets.
Extra[143].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.colorArmorHead,
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
395 }
397 {
398 Main.instance.LoadAccFace(7);
399 QuickCDD(
drawinfo.DrawData,
drawinfo.cAngelHalo,
TextureAssets.
AccFace[7].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,
new Color(200, 200, 200, 200),
drawinfo.drawPlayer.headRotation,
drawinfo.headVect,
drawinfo.scale,
drawinfo.playerEffect, 0f);
400 }
401 }
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 >[] AccBeard
static Asset< Texture2D >[] AccFace
static bool[] UseHairColor
static bool[] DrawInFaceUnderHairLayer
static readonly sbyte Count
static bool[] PreventBeardDraw