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	fix rotation
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					 3 changed files with 24 additions and 7 deletions
				
			
		
										
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					@ -405,7 +405,7 @@ namespace Rimworld_Animations {
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        public Vector3 getPawnHeadPosition() {
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					        public Vector3 getPawnHeadPosition() {
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            Vector3 headPos = anchor + deltaPos + Quaternion.AngleAxis(bodyAngle, Vector3.up) * (pawn.Drawer.renderer.BaseHeadOffsetAt(headFacing) + headBob);
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					            Vector3 headPos = anchor + deltaPos + headBob;
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            return headPos;
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					            return headPos;
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					@ -23,13 +23,32 @@ namespace Rimworld_Animations {
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            {
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					            {
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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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									Quaternion bodyQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.bodyAngle, 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();
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									Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition();
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				headPositionInAnimation.y = loc.y;
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									headPositionInAnimation.y = loc.y;
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				GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: headPositionInAnimation, //+ (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + v.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f),
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									AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>();
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					quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: graphic.MatAt(rot: pawnAnimator.headFacing), drawNow: drawNow);;
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									AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(pawnAnimator.headFacing);
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									AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(pawnAnimator.headFacing);
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									Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero;
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									var vec = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero);
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									vec.y = (bodyAddon.inFrontOfBody ? (0.3f + vec.y) : (-0.3f - vec.y));
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									if (headRotInAnimation == Rot4.North)
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									{
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										if (bodyAddon.layerInvert)
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										{
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											vec.y = -vec.y;
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										}
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									}
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									if (headRotInAnimation == Rot4.East)
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									{
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										vec.x = -vec.x;
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									}
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									GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: headPositionInAnimation + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vec.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, bodyQuatInAnimation)) * 2f * 57.29578f),
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										quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: graphic.MatAt(rot: pawnAnimator.headFacing), drawNow: drawNow);
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			}
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								}
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			else
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								else
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					@ -38,15 +57,13 @@ namespace Rimworld_Animations {
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			}
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								}
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		}
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							}
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		public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
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							public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
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        {
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					        {
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			List<CodeInstruction> ins = instructions.ToList();
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								List<CodeInstruction> ins = instructions.ToList();
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			for (int i = 0; i < ins.Count; i++)
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            {
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			Type[] type = new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool) };
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								Type[] type = new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool) };
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								for (int i = 0; i < ins.Count; i++)
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					            {
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				if (ins[i].OperandIs(AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater", type)))
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									if (ins[i].OperandIs(AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater", type)))
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                {
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					                {
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