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Update for HAR
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3 changed files with 6 additions and 7 deletions
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@ -36,7 +36,7 @@
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<Private>False</Private>
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</Reference>
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<Reference Include="AlienRace">
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<HintPath>..\..\..\..\workshop\content\294100\839005762\1.1\Assemblies\AlienRace.dll</HintPath>
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<HintPath>..\..\..\..\workshop\content\294100\839005762\1.2\Assemblies\AlienRace.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Assembly-CSharp, Version=1.1.7397.36407, Culture=neutral, processorArchitecture=MSIL">
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@ -45,7 +45,7 @@
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<Private>False</Private>
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</Reference>
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<Reference Include="RJW">
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<HintPath>..\RJW\1.2\Assemblies\RJW.dll</HintPath>
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<HintPath>..\rjw-master\1.2\Assemblies\RJW.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="System" />
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@ -53,8 +53,7 @@ namespace Rimworld_Animations {
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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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if (ba.drawnInBed || ba.alignWithHead) {
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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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@ -92,7 +91,7 @@ namespace Rimworld_Animations {
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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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if ((ba.drawnInBed ? pawnAnimator.headFacing : rotation) == Rot4.North) {
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if ((ba.drawnInBed || ba.alignWithHead ? pawnAnimator.headFacing : rotation) == Rot4.North) {
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moffsetX = 0f;
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if (ba.layerInvert)
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moffsetY = -moffsetY;
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@ -104,7 +103,7 @@ namespace Rimworld_Animations {
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moffsetX += bodyOffset.x + crownOffset.x;
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moffsetZ += bodyOffset.y + crownOffset.y;
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if ((ba.drawnInBed ? pawnAnimator.headFacing : rotation) == Rot4.East) {
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if ((ba.drawnInBed || ba.alignWithHead ? pawnAnimator.headFacing : rotation) == Rot4.East) {
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moffsetX = -moffsetX;
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num = -num; //Angle
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}
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@ -114,7 +113,7 @@ namespace Rimworld_Animations {
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//Angle calculation to not pick the shortest, taken from Quaternion.Angle and modified
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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 || ba.alignWithHead && pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
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Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
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Rot4 headRotInAnimation = pawnAnimator.headFacing;
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