mirror of
https://gitgud.io/AbstractConcept/rimworld-animations-patch.git
synced 2024-08-15 00:43:27 +00:00
220 lines
10 KiB
C#
220 lines
10 KiB
C#
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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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using RimWorld;
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using HarmonyLib;
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using Rimworld_Animations;
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namespace Rimworld_Animations_Patch
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{
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public static class HandAnimationUtility
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{
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public static BodyPartDef handDef;
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public static bool BodyPartIsBeingTouched(Pawn pawn, string bodypartFilePath, out List<HandAnimationData> handAnimationData)
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{
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handAnimationData = new List<HandAnimationData>();
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ActorAnimationData actorAnimationData = pawn.GetAnimationData();
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HandAnimationDef handAnimationDef = DefDatabase<HandAnimationDef>.AllDefs.FirstOrDefault(x => x.animationDefName == actorAnimationData.animationDef.defName);
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if (handAnimationDef == null)
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{ return false; }
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foreach (HandAnimationData datum in handAnimationDef.handAnimationData)
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{
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if (datum.stageID != actorAnimationData.currentStage || datum.actorID != actorAnimationData.actorID)
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{ continue; }
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if (datum.bodySide.NullOrEmpty() == false && bodypartFilePath.ToLower().Contains(datum.bodySide) == false)
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{ continue; }
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if (datum.targetBodyPart.NullOrEmpty() == false && bodypartFilePath.ToLower().Contains(datum.targetBodyPart.ToLower()))
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{ handAnimationData.Add(datum); }
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else if (datum.targetBodyParts.Any(x => bodypartFilePath.ToLower().Contains(x.ToLower())))
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{ handAnimationData.Add(datum); }
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}
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return handAnimationData.NullOrEmpty() == false;
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}
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public static Vector3 GetHandPosition(Pawn pawn, HandAnimationData handAnimationData, Vector3 basePosition, float baseAngle)
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{
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var methodInfo = AccessTools.Method(typeof(HandAnimationUtility), handAnimationData.motion, null, null);
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if (methodInfo == null)
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{
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Debug.LogWarning("Hand anaimation motion '" + handAnimationData.motion + "' was not found");
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return default;
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}
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Vector3 handPosition = (Vector3)methodInfo.Invoke(null, new object[] { pawn, handAnimationData, baseAngle });
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return handPosition * pawn.RaceProps.baseBodySize + basePosition;
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}
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public static float GetGenitalSize(Pawn pawn, string genitalName)
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{
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switch(genitalName.ToLower())
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{
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case "penis": return pawn.health.hediffSet.hediffs.First(x => x.def.defName.ToLower().Contains("penis")).Severity;
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case "breasts": return pawn.health.hediffSet.hediffs.First(x => x.def.defName.ToLower().Contains("breasts")).Severity;
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case "vagina": return 0.1f;
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case "anus": return 0.1f;
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}
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return 0.1f;
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}
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public static Vector3 Motion_StrokeGenitalsUpAndDownShort_FacingNS(Pawn pawn, HandAnimationData handAnimationData, float baseAngle)
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{
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Vector3 handPosition = new Vector3();
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ActorAnimationData data = pawn.GetAnimationData();
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float p = (Mathf.PingPong(data.stageTicks, handAnimationData.cycleTime) / handAnimationData.cycleTime);
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float length = 0.035f;
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handPosition.x = 0;
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handPosition.z = length * p;
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handPosition = handPosition.RotatedBy(baseAngle);
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return handPosition;
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}
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public static Vector3 Motion_StrokeGenitalsUpAndDown_FacingNS(Pawn pawn, HandAnimationData handAnimationData, float baseAngle)
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{
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Vector3 handPosition = new Vector3();
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ActorAnimationData data = pawn.GetAnimationData();
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float p = (Mathf.PingPong(data.stageTicks, handAnimationData.cycleTime) / handAnimationData.cycleTime);
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float size = GetGenitalSize(pawn, handAnimationData.targetBodyPart) * 0.2f;
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float m = (data.actorFacing == Rot4.North ? -1f : 1f) * (handAnimationData.mirror ? -1f : 1f) * (pawn.TryGetComp<CompBodyAnimator>().Mirror ? -1f : 1f);
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handPosition.x = 0.025f * m;
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handPosition.z = size * p;
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handPosition = handPosition.RotatedBy(baseAngle);
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return handPosition;
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}
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public static Vector3 Motion_StrokeGenitalsUpAndDown_FacingEW(Pawn pawn, HandAnimationData handAnimationData, float baseAngle)
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{
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Vector3 handPosition = new Vector3();
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ActorAnimationData data = pawn.GetAnimationData();
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float p = Mathf.PingPong(data.stageTicks, handAnimationData.cycleTime) / handAnimationData.cycleTime;
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float size = GetGenitalSize(pawn, handAnimationData.targetBodyPart) * 0.2f;
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float m = (data.actorFacing == Rot4.West ? -1f : 1f) * (handAnimationData.mirror ? -1f : 1f);
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handPosition.x = Mathf.Sin(m * (baseAngle + 45f) / 180f * Mathf.PI) * size * p;
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handPosition.z = Mathf.Cos(m * (baseAngle + 45f) / 180f * Mathf.PI) * size * p;
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return handPosition;
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}
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public static Vector3 Motion_RubGenitals_FacingNS(Pawn pawn, HandAnimationData handAnimationData, float baseAngle)
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{
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Vector3 handPosition = new Vector3();
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ActorAnimationData data = pawn.GetAnimationData();
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float a = ((float)data.stageTicks % (float)handAnimationData.cycleTime) / (float)handAnimationData.cycleTime * 360f;
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float m = (data.actorFacing == Rot4.North ? 1f : -1f) * (handAnimationData.mirror ? -1f : 1f) * (pawn.TryGetComp<CompBodyAnimator>().Mirror ? -1f : 1f);
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handPosition.x = (Mathf.Sin(a / 180f * Mathf.PI) * 0.05f - 0.025f) * m;
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handPosition.z = Mathf.Cos(a / 180f * Mathf.PI) * 0.015f + 0.03f;
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handPosition = handPosition.RotatedBy(baseAngle);
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return handPosition;
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}
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public static Vector3 Motion_RubGenitals_FacingEW(Pawn pawn, HandAnimationData handAnimationData, float baseAngle)
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{
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Vector3 handPosition = new Vector3();
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ActorAnimationData data = pawn.GetAnimationData();
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float a = ((float)data.stageTicks % (float)handAnimationData.cycleTime) / (float)handAnimationData.cycleTime * 360f;
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float m = (data.actorFacing == Rot4.West ? 1f : -1f) * (handAnimationData.mirror ? -1f : 1f);
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handPosition.x = (Mathf.Sin(a / 180f * Mathf.PI) * 0.005f - 0.05f) * m;
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handPosition.z = Mathf.Cos(a / 180f * Mathf.PI) * 0.015f;
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//handPosition.y = -0.1f;
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handPosition = handPosition.RotatedBy(baseAngle);
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return handPosition;
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}
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public static Vector3 Motion_RubBreasts_FacingNS(Pawn pawn, HandAnimationData handAnimationData, float baseAngle)
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{
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Vector3 handPosition = new Vector3();
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ActorAnimationData data = pawn.GetAnimationData();
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float a = ((float)data.stageTicks % (float)handAnimationData.cycleTime) / (float)handAnimationData.cycleTime * 360f;
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float m = (data.actorFacing == Rot4.North ? -1f : 1f) * (handAnimationData.mirror ? -1f : 1f) * (pawn.TryGetComp<CompBodyAnimator>().Mirror ? -1f : 1f);
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float size = GetGenitalSize(pawn, "breasts");
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handPosition.x = (Mathf.Sin(a / 180f * Mathf.PI) * 0.05f * size - size * 0.25f) * m;
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handPosition.z = Mathf.Cos(a / 180f * Mathf.PI) * 0.015f - size * 0.125f;
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handPosition = handPosition.RotatedBy(baseAngle);
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return handPosition;
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}
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public static Vector3 Motion_RubBreasts_FacingEW(Pawn pawn, HandAnimationData handAnimationData, float baseAngle)
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{
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Vector3 handPosition = new Vector3();
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ActorAnimationData data = pawn.GetAnimationData();
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float a = ((float)data.stageTicks % (float)handAnimationData.cycleTime) / (float)handAnimationData.cycleTime * 360f;
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float m = (data.actorFacing == Rot4.West ? 1f : -1f) * (handAnimationData.mirror ? -1f : 1f);
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float size = GetGenitalSize(pawn, "breasts");
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handPosition.x = (Mathf.Sin(a / 180f * Mathf.PI) * 0.005f - size * 0.25f) * m;
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handPosition.z = Mathf.Cos(a / 180f * Mathf.PI) * 0.015f - size * 0.125f;
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handPosition = handPosition.RotatedBy(baseAngle);
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return handPosition;
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}
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public static Graphic GetHandGraphic(Pawn touchingPawn, string touchedBodyAddonName, HandAnimationData handAnimationData)
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{
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string handGraphicPath = "Hands/HandClean";
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Color skinColour = touchingPawn.story.SkinColor;
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float handSize = 0.6667f * touchingPawn.RaceProps.baseBodySize;
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return GraphicDatabase.Get<Graphic_Single>(handGraphicPath, ShaderDatabase.Cutout, new Vector2(handSize, handSize), skinColour);
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}
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public static bool TryToDrawHand(Pawn pawn, string bodyAddonName, Vector3 bodyAddonPosition, float bodyAddonAngle, Rot4 bodyAddonRotation, PawnRenderFlags renderFlags)
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{
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if (pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating && BodyPartIsBeingTouched(pawn, bodyAddonName, out List<HandAnimationData> handAnimationData))
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{
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foreach (HandAnimationData datum in handAnimationData)
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{
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Pawn touchingPawn = datum.touchingActorID >= 0 && pawn.GetAllSexParticipants().Count > datum.touchingActorID ? pawn.GetAllSexParticipants()[datum.touchingActorID] : pawn;
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Graphic handgraphic = GetHandGraphic(touchingPawn, bodyAddonName, datum);
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Vector3 handPosition = GetHandPosition(pawn, datum, bodyAddonPosition, bodyAddonAngle);
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GenDraw.DrawMeshNowOrLater(mesh: handgraphic.MeshAt(rot: bodyAddonRotation),
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loc: handPosition + new Vector3(0f, 0.022f, 0f),
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quat: Quaternion.identity,
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mat: handgraphic.MatAt(rot: bodyAddonRotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow));
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return true;
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}
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}
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return false;
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}
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}
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}
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