rimworld-animations/1.4/Source/Extensions/PawnWoundDrawerExtension.cs

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using RimWorld;
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using UnityEngine;
using Verse;
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namespace Rimworld_Animations {
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[StaticConstructorOnStartup]
public static class PawnWoundDrawerExtension
{
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public static void RenderPawnOverlay(this PawnWoundDrawer pawnWoundDrawer, Vector3 drawLoc, Mesh bodyMesh, Quaternion quat, bool drawNow, PawnOverlayDrawer.OverlayLayer layer, Rot4 pawnRot, bool? overApparel = null, Pawn pawn = null, PawnRenderFlags flags = new PawnRenderFlags())
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{
if (pawn == null)
{ return; }
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if (!flags.FlagSet(PawnRenderFlags.Portrait) && layer == PawnOverlayDrawer.OverlayLayer.Head)
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{
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if (CompBodyAnimator.IsAnimating(pawn) && pawn.Drawer.renderer.graphics.headGraphic != null)
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{
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CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
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pawnRot = pawnAnimator.headFacing;
quat = Quaternion.AngleAxis(angle: pawnAnimator.headAngle, axis: Vector3.up);
float y = drawLoc.y;
drawLoc = pawnAnimator.getPawnHeadPosition() - Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing);
drawLoc.y = y;
}
}
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pawnWoundDrawer.RenderPawnOverlay(drawLoc, bodyMesh, quat, drawNow, layer, pawnRot, overApparel);
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}
}
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}