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AbstractConcept 2022-09-07 05:15:05 +00:00
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using System;
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using Rimworld_Animations;
namespace Rimworld_Animations
{
[StaticConstructorOnStartup]
public static class PawnWoundDrawerExtension
{
public static void RenderOverBody(this PawnWoundDrawer pawnWoundDrawer, Vector3 drawLoc, Mesh bodyMesh, Quaternion quat, bool drawNow, BodyTypeDef.WoundLayer layer, Rot4 pawnRot, bool? overApparel = null, Pawn pawn = null, PawnRenderFlags flags = new PawnRenderFlags())
{
if (pawn == null)
{ return; }
if (!flags.FlagSet(PawnRenderFlags.Portrait) && layer == BodyTypeDef.WoundLayer.Head)
{
CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
if (pawnAnimator != null && pawnAnimator.isAnimating && pawn.Drawer.renderer.graphics.headGraphic != null)
{
pawnRot = pawnAnimator.headFacing;
quat = Quaternion.AngleAxis(angle: pawnAnimator.headAngle, axis: Vector3.up);
float y = drawLoc.y;
drawLoc = pawnAnimator.getPawnHeadPosition() - Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing);
drawLoc.y = y;
}
}
pawnWoundDrawer.RenderOverBody(drawLoc, bodyMesh, quat, drawNow, layer, pawnRot, overApparel);
}
}
}