diff --git a/1.2/Assemblies/Rimworld-Animations.dll b/1.2/Assemblies/Rimworld-Animations.dll
index 316f94d..18ebbf5 100644
Binary files a/1.2/Assemblies/Rimworld-Animations.dll and b/1.2/Assemblies/Rimworld-Animations.dll differ
diff --git a/Rimworld-Animations.csproj b/Rimworld-Animations.csproj
index 7bae38d..3699a4f 100644
--- a/Rimworld-Animations.csproj
+++ b/Rimworld-Animations.csproj
@@ -36,7 +36,7 @@
False
- ..\..\..\..\workshop\content\294100\839005762\1.1\Assemblies\AlienRace.dll
+ ..\..\..\..\workshop\content\294100\839005762\1.2\Assemblies\AlienRace.dll
False
@@ -45,7 +45,7 @@
False
- ..\RJW\1.2\Assemblies\RJW.dll
+ ..\rjw-master\1.2\Assemblies\RJW.dll
False
diff --git a/Source/Patches/HarmonyPatch_AlienRace.cs b/Source/Patches/HarmonyPatch_AlienRace.cs
index 9ebfed0..419ac97 100644
--- a/Source/Patches/HarmonyPatch_AlienRace.cs
+++ b/Source/Patches/HarmonyPatch_AlienRace.cs
@@ -53,8 +53,7 @@ namespace Rimworld_Animations {
if (!ba.CanDrawAddon(pawn: pawn)) continue;
AlienPartGenerator.RotationOffset offset;
- if (ba.drawnInBed) {
-
+ if (ba.drawnInBed || ba.alignWithHead) {
offset = pawnAnimator.headFacing == Rot4.South ?
ba.offsets.south :
pawnAnimator.headFacing == Rot4.North ?
@@ -92,7 +91,7 @@ namespace Rimworld_Animations {
float moffsetY = ba.inFrontOfBody ? 0.3f + ba.layerOffset : -0.3f - ba.layerOffset;
float num = ba.angle;
- if ((ba.drawnInBed ? pawnAnimator.headFacing : rotation) == Rot4.North) {
+ if ((ba.drawnInBed || ba.alignWithHead ? pawnAnimator.headFacing : rotation) == Rot4.North) {
moffsetX = 0f;
if (ba.layerInvert)
moffsetY = -moffsetY;
@@ -104,7 +103,7 @@ namespace Rimworld_Animations {
moffsetX += bodyOffset.x + crownOffset.x;
moffsetZ += bodyOffset.y + crownOffset.y;
- if ((ba.drawnInBed ? pawnAnimator.headFacing : rotation) == Rot4.East) {
+ if ((ba.drawnInBed || ba.alignWithHead ? pawnAnimator.headFacing : rotation) == Rot4.East) {
moffsetX = -moffsetX;
num = -num; //Angle
}
@@ -114,7 +113,7 @@ namespace Rimworld_Animations {
//Angle calculation to not pick the shortest, taken from Quaternion.Angle and modified
//assume drawnInBed means headAddon
- if (ba.drawnInBed && pawn.TryGetComp() != null && pawn.TryGetComp().isAnimating) {
+ if (ba.drawnInBed || ba.alignWithHead && pawn.TryGetComp() != null && pawn.TryGetComp().isAnimating) {
Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
Rot4 headRotInAnimation = pawnAnimator.headFacing;