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	Account for offsets
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					 2 changed files with 26 additions and 11 deletions
				
			
		
										
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					@ -46,20 +46,36 @@ namespace Rimworld_Animations {
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			List<AlienPartGenerator.BodyAddon> addons = alienProps.alienRace.generalSettings.alienPartGenerator.bodyAddons;
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								List<AlienPartGenerator.BodyAddon> addons = alienProps.alienRace.generalSettings.alienPartGenerator.bodyAddons;
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			AlienPartGenerator.AlienComp alienComp = pawn.GetComp<AlienPartGenerator.AlienComp>();
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								AlienPartGenerator.AlienComp alienComp = pawn.GetComp<AlienPartGenerator.AlienComp>();
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								CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
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			for (int i = 0; i < addons.Count; i++) {
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								for (int i = 0; i < addons.Count; i++) {
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				AlienPartGenerator.BodyAddon ba = addons[index: i];
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									AlienPartGenerator.BodyAddon ba = addons[index: i];
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				if (!ba.CanDrawAddon(pawn: pawn)) continue;
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									if (!ba.CanDrawAddon(pawn: pawn)) continue;
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									AlienPartGenerator.RotationOffset offset;
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									if (ba.drawnInBed) {
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										offset = pawnAnimator.headFacing == Rot4.South ?
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																			ba.offsets.south :
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																			pawnAnimator.headFacing == Rot4.North ?
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																				ba.offsets.north :
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																				pawnAnimator.headFacing == Rot4.East ?
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																				ba.offsets.east :
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																				ba.offsets.west;
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				AlienPartGenerator.RotationOffset offset = rotation == Rot4.South ?
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									} else {
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															   ba.offsets.south :
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															   rotation == Rot4.North ?
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										offset = rotation == Rot4.South ?
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																   ba.offsets.north :
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															ba.offsets.south :
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																   rotation == Rot4.East ?
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															rotation == Rot4.North ?
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																	ba.offsets.east :
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																ba.offsets.north :
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																	ba.offsets.west;
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																rotation == Rot4.East ?
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																ba.offsets.east :
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																ba.offsets.west;
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									}
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				Vector2 bodyOffset = (portrait ? offset?.portraitBodyTypes ?? offset?.bodyTypes : offset?.bodyTypes)?.FirstOrDefault(predicate: to => to.bodyType == pawn.story.bodyType)
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									Vector2 bodyOffset = (portrait ? offset?.portraitBodyTypes ?? offset?.bodyTypes : offset?.bodyTypes)?.FirstOrDefault(predicate: to => to.bodyType == pawn.story.bodyType)
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								   ?.offset ?? Vector2.zero;
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													   ?.offset ?? Vector2.zero;
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					@ -73,10 +89,10 @@ namespace Rimworld_Animations {
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				float moffsetX = 0.42f;
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									float moffsetX = 0.42f;
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				float moffsetZ = -0.22f;
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									float moffsetZ = -0.22f;
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				float moffsetY = ba.inFrontOfBody ? 0.002f + ba.layerOffset : -0.002f - ba.layerOffset;
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									float moffsetY = ba.inFrontOfBody ? 0.3f + ba.layerOffset : -0.3f - ba.layerOffset;
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				float num = ba.angle;
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									float num = ba.angle;
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				if (rotation == Rot4.North) {
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									if ((ba.drawnInBed ? pawnAnimator.headFacing : rotation) == Rot4.North) {
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					moffsetX = 0f;
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										moffsetX = 0f;
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					if (ba.layerInvert)
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										if (ba.layerInvert)
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						moffsetY = -moffsetY;
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											moffsetY = -moffsetY;
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					@ -88,7 +104,7 @@ namespace Rimworld_Animations {
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				moffsetX += bodyOffset.x + crownOffset.x;
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									moffsetX += bodyOffset.x + crownOffset.x;
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				moffsetZ += bodyOffset.y + crownOffset.y;
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									moffsetZ += bodyOffset.y + crownOffset.y;
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				if (rotation == Rot4.East) {
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									if ((ba.drawnInBed ? pawnAnimator.headFacing : rotation) == Rot4.East) {
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					moffsetX = -moffsetX;
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										moffsetX = -moffsetX;
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					num = -num; //Angle
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										num = -num; //Angle
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				}
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									}
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					@ -100,7 +116,6 @@ namespace Rimworld_Animations {
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				//assume drawnInBed means headAddon
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									//assume drawnInBed means headAddon
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				if (ba.drawnInBed && pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
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									if (ba.drawnInBed && pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
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					CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
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					Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
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										Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
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					Rot4 headRotInAnimation = pawnAnimator.headFacing;
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										Rot4 headRotInAnimation = pawnAnimator.headFacing;
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					Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition() - pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing).RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f);
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										Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition() - pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing).RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f);
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