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29 changed files with 1387 additions and 28 deletions
86
Source/Patches/HarmonyPatch_PawnRenderer.cs
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86
Source/Patches/HarmonyPatch_PawnRenderer.cs
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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 System.Text;
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using System.Threading.Tasks;
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using HarmonyLib;
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using RimWorld;
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using Verse;
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using UnityEngine;
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using System.Reflection;
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using System.Reflection.Emit;
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namespace Rimworld_Animations {
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[HarmonyPatch(typeof(PawnRenderer), "RenderPawnInternal", new Type[]
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{
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typeof(Vector3),
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typeof(float),
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typeof(bool),
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typeof(Rot4),
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typeof(Rot4),
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typeof(RotDrawMode),
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typeof(bool),
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typeof(bool),
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typeof(bool)
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})]
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public static class HarmonyPatch_PawnRenderer
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{
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[HarmonyBefore(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })]
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public static void Prefix(PawnRenderer __instance, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible)
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{
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PawnGraphicSet graphics = __instance.graphics;
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Pawn pawn = graphics.pawn;
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CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
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if (!graphics.AllResolved) {
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graphics.ResolveAllGraphics();
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}
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if (bodyAnim != null && bodyAnim.isAnimating && !portrait) {
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bodyAnim.tickGraphics(graphics);
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pawn.TryGetComp<CompBodyAnimator>().animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing);
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}
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}
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[HarmonyAfter(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })]
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[HarmonyReversePatch(HarmonyReversePatchType.Snapshot)]
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public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) {
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MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");//typeof(GenDraw).GetMethod("DrawMeshNowOrLater", BindingFlags.Static | BindingFlags.Public);
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FieldInfo headGraphic = AccessTools.Field(typeof(PawnGraphicSet), "headGraphic");
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List<CodeInstruction> codes = instructions.ToList();
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bool forHead = true;
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for(int i = 0; i < codes.Count(); i++) {
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//Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method
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if (codes[i].OperandIs(drawMeshNowOrLater) && forHead) {
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yield return new CodeInstruction(OpCodes.Ldarg_0);
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yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn"));
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yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation)));
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}
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//checking for if(graphics.headGraphic != null)
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else if (codes[i].opcode == OpCodes.Ldfld && codes[i].OperandIs(headGraphic)) {
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forHead = true;
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yield return codes[i];
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}
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//checking for if(renderbody)
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else if(codes[i].opcode == OpCodes.Ldarg_3) {
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forHead = false;
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yield return codes[i];
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}
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else {
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yield return codes[i];
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}
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}
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}
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}
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}
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