79 int heldProj =
player2.heldProj;
80 byte useStyle =
item.useStyle;
103 int body = player.
body;
class f__AnonymousType0<< Count > j__TPar
void BoringSetup(Player player, DrawData[] drawData, List< int > dust, List< int > gore, Vector2 drawPosition, float shadowOpacity, float rotation, Vector2 rotationOrigin)
Vector2 frontShoulderOffset
Rectangle compBackShoulderFrame
bool usesCompositeFrontHandAcc
void CreateCompositeData_DetermineShoulderOffsets(int armor, int targetFrameNumber)
bool hideCompositeShoulders
SpriteEffects playerEffect
void UpdateCompositeArm(Player.CompositeArmData data, float rotation, Point frameIndex, int targetX)
bool usesCompositeBackHandAcc
Vector2 backShoulderOffset
float compositeBackArmRotation
Rectangle compBackArmFrame
bool drawFrontAccInNeckAccLayer
float compositeFrontArmRotation
Color colorDisplayDollSkin
void AdjustmentsForWolfMount()
Rectangle CreateCompositeFrameRect(Point pt)
void AddDrawData(DrawData data)
Rectangle compFrontShoulderFrame
void CreateCompositeData()
bool compShoulderOverFrontArm
WeaponDrawOrder weaponDrawOrder
Rectangle compFrontArmFrame
int projectileDrawPosition
bool drawsBackHairWithoutHeadgear