Terraria v1.4.4.9
Terraria source code documentation
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◆ DrawPlayer_08_FaceAcc()

static void Terraria.DataStructures.PlayerDrawHeadLayers.DrawPlayer_08_FaceAcc ( ref PlayerDrawHeadSet drawinfo)
inlinestatic

Definition at line 367 of file PlayerDrawHeadLayers.cs.

368 {
369 if (drawinfo.drawPlayer.beard > 0 && (drawinfo.drawPlayer.head < 0 || !ArmorIDs.Head.Sets.PreventBeardDraw[drawinfo.drawPlayer.head]))
370 {
371 Vector2 beardDrawOffsetFromHelmet = drawinfo.drawPlayer.GetBeardDrawOffsetFromHelmet();
372 Color color = drawinfo.colorArmorHead;
373 if (ArmorIDs.Beard.Sets.UseHairColor[drawinfo.drawPlayer.beard])
374 {
375 color = drawinfo.colorHair;
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 }
379 if (drawinfo.drawPlayer.face > 0 && drawinfo.drawPlayer.face < ArmorIDs.Face.Count && !ArmorIDs.Face.Sets.DrawInFaceUnderHairLayer[drawinfo.drawPlayer.face])
380 {
382 if (drawinfo.drawPlayer.face == 19)
383 {
384 vector = new Vector2(0f, -6f);
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 }
388 if (drawinfo.drawPlayer.faceFlower > 0 && drawinfo.drawPlayer.faceFlower < ArmorIDs.Face.Count)
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 }
392 if (drawinfo.drawUnicornHorn)
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 }
396 if (drawinfo.drawAngelHalo)
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[] DrawInFaceUnderHairLayer
Definition ArmorIDs.cs:1985
static readonly sbyte Count
Definition ArmorIDs.cs:2036
static bool[] PreventBeardDraw
Definition ArmorIDs.cs:18

References Terraria.GameContent.TextureAssets.AccBeard, Terraria.GameContent.TextureAssets.AccFace, Terraria.ID.ArmorIDs.Face.Count, Terraria.ID.ArmorIDs.Face.Sets.DrawInFaceUnderHairLayer, Terraria.GameContent.TextureAssets.Extra, Terraria.Main.instance, Terraria.ID.ArmorIDs.Head.Sets.PreventBeardDraw, Terraria.DataStructures.PlayerDrawHeadLayers.QuickCDD(), Terraria.Main.screenPosition, Terraria.ID.ArmorIDs.Beard.Sets.UseHairColor, Microsoft.Xna.Framework.Graphics.Vector2, and Microsoft.Xna.Framework.Vector2.Zero.

Referenced by Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayerHead(), and Terraria.GameContent.PlayerHeadDrawRenderTargetContent.DrawTheContent().