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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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