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	head offset tweaks
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					 2 changed files with 2 additions and 2 deletions
				
			
		
										
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			@ -24,11 +24,11 @@ namespace Rimworld_Animations {
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				Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
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				Rot4 headRotInAnimation = pawnAnimator.headFacing;
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				Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition() - pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing).RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f);
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				Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition();
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				headPositionInAnimation.y = loc.y;
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				GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: headPositionInAnimation + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + v.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f),
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				GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: headPositionInAnimation + (bodyAddon.alignWithHead ? headOffset : Vector3.zero),
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					quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: graphic.MatAt(rot: pawnAnimator.headFacing), drawNow: drawNow);
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			}
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