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	2.2.15.9
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					 197 changed files with 10611 additions and 10392 deletions
				
			
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using AlienRace;
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using AlienRace.ExtendedGraphics;
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using HarmonyLib;
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using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Verse;
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// The RevealingApparel mod extension allows us to add information to apparel that tells us if wearing an apparel item
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// should also cover the body parts introduced by RNW. This way mod authors can make an apparel item that covers a pawn's
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// torso but still draws their breasts or genitals.
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namespace RevealingApparel
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{
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    //[StaticConstructorOnStartup]
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    // public static class HarmonyPatching
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    //    {
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    //        static HarmonyPatching()
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    //        {
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    //            Harmony harmony = new Harmony("RevealingApparel");
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    //            harmony.PatchAll();           
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    //        }
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    //    }
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    // This is the mod extension that people will use to add revealing information to their apparel defs.
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    public class ApparelRevealingExtension : DefModExtension
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    {
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        // A list of RevealingExtensionEntry items, which describe what body parts are revealed when a pawn is wearing this apparel item
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        public List<RevealingExtensionEntry> revealingBodyPartEntries = new List<RevealingExtensionEntry>();
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        public ApparelRevealingExtension()
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        {
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        }
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    }
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    // The entry class that describes what body parts are revealed
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    public class RevealingExtensionEntry
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    {
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        // The path to the body part that is revealed.
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        // Examples include "Breasts/FeaturelessLeft" or "Genitals/FeaturelessCrotch"
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        public string revealingPath;
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        public String revealingPath;
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        // A list of pawn body types this entry applies to.
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        // Examples include "Female" or "Thin" or "Hulk"
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        public List<BodyTypeDef> revealingBodyTypes = new List<BodyTypeDef>();
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    }
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    public static class RevealingApparel
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    // We are going to postfix patch the VisibleUnderApparelOf check in HAR so we can make body parts visible if all of the apparel
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    // covering it is marked as revealing
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    [HarmonyPatch(typeof(AlienPartGenerator.BodyAddon), "VisibleUnderApparelOf")]
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    class HarmonyPatch_RevealingApparel_VisibleUnderApparelOf
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    {
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        public static bool CanDrawRevealing(AlienPartGenerator.BodyAddon bodyAddon, Pawn pawn)
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        public static Pawn GetPawnFromWrapped(ExtendedGraphicsPawnWrapper pawn)
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        {
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            // the below 2 conditions are added by CnArmor in attempt to fix conflict with MoHAR.
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            if (pawn.apparel.WornApparel != null && pawn.apparel.WornApparel.Count == 0)   //no need to bother if pawn is naked
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                return false;
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            //if body addon is not mentioned in that list, don't bother
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            bool bodyAddonMentioned = false;
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            if(pawn.apparel.WornApparel != null)
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            {
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                for(int i = 0; i < pawn.apparel.WornApparel.Count; i++)
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                {
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                    Apparel apparel = pawn.apparel.WornApparel[i];
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                    ApparelRevealingExtension ARE = apparel.def.GetModExtension<ApparelRevealingExtension>();
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                    if (ARE != null && ARE.revealingBodyPartEntries.Any((RevealingExtensionEntry ree) => (bodyAddon.path == ree.revealingPath)))
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                    {
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                        bodyAddonMentioned = true;
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                        break;
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                    }
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                }
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                if (bodyAddonMentioned == false)
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                    return false;
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            }
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            // the above 2 conditions are added by CnArmor in attempt to fix conflict with MoHAR. I didn't dare to touch the original code below because of complexity.
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            BodyTypeDef pawnBodyDef = pawn.story.bodyType;
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            if (!(pawn.apparel.WornApparel == null) &&
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                pawn.apparel.WornApparel.Where((Apparel ap)  //First fetching everything that covers the bodypart
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                    => ap.def.apparel.bodyPartGroups.Any((BodyPartGroupDef bpgd)
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                    => bodyAddon.hiddenUnderApparelFor.Contains(bpgd))
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                    || ap.def.apparel.tags.Any((string s) => bodyAddon.hiddenUnderApparelTag.Contains(s)))
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                    .All((Apparel ap) //Then checking that list, if everything has the revealing flag for the current body, reveal
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                    => (ap.def.GetModExtension<ApparelRevealingExtension>()?.revealingBodyPartEntries.Any((RevealingExtensionEntry revealingExtensionEntry)
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                    => (bodyAddon.path.Contains(revealingExtensionEntry.revealingPath) && revealingExtensionEntry.revealingBodyTypes.Any((BodyTypeDef revealingBodyType) => pawnBodyDef.defName.Contains(revealingBodyType.defName))))
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                    ?? false
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                    )))
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            {
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                Building_Bed building_Bed = pawn.CurrentBed();
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                if ((building_Bed == null || building_Bed.def.building.bed_showSleeperBody || bodyAddon.drawnInBed) && (bodyAddon.backstoryRequirement == null || pawn.story.AllBackstories.Any((BackstoryDef b) => b.identifier == bodyAddon.backstoryRequirement.identifier)))
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                {
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                    if (!bodyAddon.drawnDesiccated)
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                    {
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                        Corpse corpse = pawn.Corpse;
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                        if (corpse != null && corpse.GetRotStage() == RotStage.Dessicated)
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                        {
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                            return false;
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                        }
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                    }
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                    if (bodyAddon.bodyPart != null && !pawn.health.hediffSet.GetNotMissingParts(BodyPartHeight.Undefined, BodyPartDepth.Undefined, null, null).Any((BodyPartRecord bpr) => bpr.untranslatedCustomLabel == bodyAddon.bodyPart.label || bpr.def.defName == bodyAddon.bodyPart.label))
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                    {
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                        List<AlienPartGenerator.ExtendedHediffGraphic> list = bodyAddon.hediffGraphics;
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                        bool flag;
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                        if (list == null)
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                        {
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                            flag = false;
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                        }
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                        else
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                        {
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                            flag = list.Any((AlienPartGenerator.ExtendedHediffGraphic bahg) => bahg.hediff == HediffDefOf.MissingBodyPart);
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                        }
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                        if (!flag)
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                        {
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                            return false;
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                        }
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                    }
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                    if ((pawn.gender == Gender.Female) ? bodyAddon.drawForFemale : bodyAddon.drawForMale)
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                    {
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                        //return bodyAddon.bodyTypeRequirement.NullOrEmpty() || pawn.story.bodyType.ToString() == bodyAddon.bodyTypeRequirement;
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                        return bodyAddon.bodytypeGraphics.NullOrEmpty() || pawn.story.bodyType == bodyAddon.bodyTypeRequirement;
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                    }
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                }
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            }
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            return false;
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            // The pawn wrapper doesn't expose the original Pawn as a public field, so we need to use reflection
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            // to pull it out.
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            return Traverse.Create(pawn).Property("WrappedPawn").GetValue<Pawn>();
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        }
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    }
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    [HarmonyPatch(typeof(AlienRace.HarmonyPatches), "DrawAddons")]
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    class HarmonyPatch_DrawAddons
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    {
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        //[TweakValue("AAAInfrontAAAAAAAAtittyoffset", -0.1f, 0.1f)]
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        private static float underClothingOffset = 0.0136f;
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        //[TweakValue("AAABehindAAAAAAAAtittyoffset", -0.2f, 0.0f)]
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        //private static float Behind = -0.1f;
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        public static void Postfix(PawnRenderFlags renderFlags, Vector3 vector, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation)
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        public static IEnumerable<Apparel> GetApparelCoveringPart(Pawn pawn, AlienPartGenerator.BodyAddon bodyAddon)
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        {
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            ThingDef_AlienRace thingDef_AlienRace = pawn.def as ThingDef_AlienRace;
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            if (thingDef_AlienRace == null || renderFlags.FlagSet(PawnRenderFlags.Invisible))
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            {
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                //Log.Message(pawn.def.defName);
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                if (pawn.def.defName == "Human")
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                {
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                    //Log.Message(pawn.def.defName);
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                }
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                return;
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            }
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            Building_Bed building_Bed = pawn.CurrentBed();
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            List<AlienPartGenerator.BodyAddon> bodyAddons = thingDef_AlienRace.alienRace.generalSettings.alienPartGenerator.bodyAddons;
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            AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>();
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            for (int i = 0; i < bodyAddons.Count; i++)
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            {
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                AlienPartGenerator.BodyAddon bodyAddon = bodyAddons[i];
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                if (!bodyAddon.CanDrawAddon(pawn) && RevealingApparel.CanDrawRevealing(bodyAddon, pawn)) //No need to draw twice
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                {
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                    pawn.apparel.WornApparel.Any((Apparel ap)
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                        => ap.def.apparel.bodyPartGroups.Any((BodyPartGroupDef bpgd)
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                        => bodyAddon.hiddenUnderApparelFor.Contains(bpgd)));
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                    AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation);
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                    Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero;
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                    AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation);
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                    Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero);
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                    vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y - underClothingOffset) : (-0.3f - vector2.y + underClothingOffset));
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                    // Log.Message(pawn.def.defName +"  "+ bodyAddon.path + " has vector2.y " + vector2.y + "Default offset: " + bodyAddon.defaultOffsets.GetOffset(rotation).layerOffset);
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                    if (bodyAddon.inFrontOfBody && vector2.y < 0f) //The offset of some bodyaddons is too far out of the "over body, under clothes"-range, e.g. OTY bellies.
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                    {
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                        vector2.y = 0.01f;
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                    }
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                    // Log.Message(pawn.def.defName + "  " + bodyAddon.path + " has now vector2.y " + vector2.y + "Default offset: " + bodyAddon.defaultOffsets.GetOffset(rotation).layerOffset);
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                    float num = bodyAddon.angle;
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                    if (rotation == Rot4.North)
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                    {
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                        if (bodyAddon.layerInvert)
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                        {
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                            vector2.y = -vector2.y;
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                            vector2.y -= underClothingOffset * 2; //I am not sure why I am doing this, but it puts Anus under the pants layer.
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                        }
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                        num = 0f;
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                    }
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                    if (rotation == Rot4.East)
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                    {
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                        num = -num;
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                        vector2.x = -vector2.x;
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                    }
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                    Vector3 outputVector = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f);
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                    Graphic graphic = comp.addonGraphics[i];
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                    graphic.drawSize = ((renderFlags.FlagSet(PawnRenderFlags.Portrait) && bodyAddon.drawSizePortrait != Vector2.zero) ? bodyAddon.drawSizePortrait : bodyAddon.drawSize) * (bodyAddon.scaleWithPawnDrawsize ? (bodyAddon.alignWithHead ? (renderFlags.FlagSet(PawnRenderFlags.Portrait) ? comp.customPortraitHeadDrawSize : comp.customHeadDrawSize) : (renderFlags.FlagSet(PawnRenderFlags.Portrait) ? comp.customPortraitDrawSize : comp.customDrawSize)) : Vector2.one) * 1.5f;
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                    GenDraw.DrawMeshNowOrLater(
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                        graphic.MeshAt(rotation),
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                        outputVector,
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                        Quaternion.AngleAxis(num, Vector3.up) * quat,
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                        graphic.MatAt(rotation, null),
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                        renderFlags.FlagSet(PawnRenderFlags.DrawNow));
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                }
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            }
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            //return true;
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            // Get a list of all of the apparel worn by this pawn
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            return pawn.apparel?.WornApparel?.Where(
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                // Where any of the body part groups this apparel covers
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                apparel => apparel.def.apparel.bodyPartGroups.Any(
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                    // Hide the passed body addon
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                    bodyPartGroup => bodyAddon.hiddenUnderApparelFor.Contains(bodyPartGroup)));
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        }
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        public static bool IsApparelRevealingBodyPart(Apparel apparel, AlienPartGenerator.BodyAddon bodyAddon, BodyTypeDef bodyType)
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        {
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            // Get the revealing entries for this apparel item
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            var revealingExtension = apparel.def.GetModExtension<ApparelRevealingExtension>();
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            // And return if one of these entries matches the body part for this pawn body type
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            return revealingExtension?.revealingBodyPartEntries.Any((entry) =>
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            {
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                // Does this entry reveal the body part we are considering
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                bool entryMatchesBodyPart = entry.revealingPath?.Contains(bodyAddon.GetPath()) ?? false;
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                // Does this entry apply to the pawn's body shape
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                bool entryMatchesPawnBody = entry.revealingBodyTypes?.Contains(bodyType) ?? false;
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                // If this entry matches the part and applies to the pawn body type, then this apparel reveals this body part
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                return entryMatchesBodyPart && entryMatchesPawnBody;
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            }) ?? false; // If there are no revealing body part entries, then this apparel covers this body part
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        }
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        public static bool Postfix(bool __result, AlienPartGenerator.BodyAddon __instance, ExtendedGraphicsPawnWrapper pawn)
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        {
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            // If the original method returned false, we might still show it based on the revealing apparel entries
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            if (__result == false)
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            {
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                // Grab the underlying pawn from the wrapped version we were passed
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                var myPawn = GetPawnFromWrapped(pawn);
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                // Reference the pawn body type. We will need this to know if revealing body part entries apply to this pawn
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                var bodyType = myPawn.story.bodyType;
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                // Get a list of all of the apparel worn by this pawn that covers this body part
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                var apparelCoveringPartList = GetApparelCoveringPart(myPawn, __instance);
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                // If no apparel is covering this part OR they are all revealing, then reveal this body part
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                if (apparelCoveringPartList.Count() == 0 || 
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                    apparelCoveringPartList.All(apparel => IsApparelRevealingBodyPart(apparel, __instance, bodyType))) {
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                    return true;
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                }
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            }
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            // Else, return the original result
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            return __result;
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        }
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    }
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}
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