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								1.3/Source/Extensions/PawnWoundDrawerExtension.cs
									
										
									
									
									
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								1.3/Source/Extensions/PawnWoundDrawerExtension.cs
									
										
									
									
									
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					using System;
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					using System.Collections.Generic;
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					using RimWorld;
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					using UnityEngine;
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					using Verse;
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					using Rimworld_Animations;
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					namespace Rimworld_Animations
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					{
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						[StaticConstructorOnStartup]
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						public static class PawnWoundDrawerExtension
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						{
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							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())
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							{
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								if (pawn == null)
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								{ return; }
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								if (!flags.FlagSet(PawnRenderFlags.Portrait) && layer == BodyTypeDef.WoundLayer.Head)
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								{
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									CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
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									if (pawnAnimator != null && pawnAnimator.isAnimating && pawn.Drawer.renderer.graphics.headGraphic != null)
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									{
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										pawnRot = pawnAnimator.headFacing;
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										quat = Quaternion.AngleAxis(angle: pawnAnimator.headAngle, axis: Vector3.up);
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										float y = drawLoc.y;
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										drawLoc = pawnAnimator.getPawnHeadPosition() - Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing);
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										drawLoc.y = y;
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									}
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								}
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								pawnWoundDrawer.RenderOverBody(drawLoc, bodyMesh, quat, drawNow, layer, pawnRot, overApparel);
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							}
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						}
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					}
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