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	better fix for NALS facial anims; no more artifacting
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					 3 changed files with 11 additions and 1 deletions
				
			
		
										
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					@ -71,8 +71,10 @@ namespace Rimworld_Animations
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            {
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					            {
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                foreach (BaseAnimationOffset offset in offsets)
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					                foreach (BaseAnimationOffset offset in offsets)
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                {
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					                {
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                    if (offset.appliesToPawn(node.tree.pawn))
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					                    if (offset.appliesToPawn(node.tree.pawn))
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                    {
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					                    {
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                        //modify offset of prop for animationOffset position
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					                        //modify offset of prop for animationOffset position
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                        regularOffsets += offset.getOffset(node.tree.pawn) ?? Vector3.zero;
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					                        regularOffsets += offset.getOffset(node.tree.pawn) ?? Vector3.zero;
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                        return regularOffsets;
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					                        return regularOffsets;
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					@ -1,4 +1,5 @@
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using System;
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					using RimWorld;
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					using System;
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using System.Collections.Generic;
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					using System.Collections.Generic;
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using System.Linq;
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					using System.Linq;
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using System.Text;
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					using System.Text;
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					@ -17,9 +18,16 @@ namespace Rimworld_Animations
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                || node.tree.rootNode.children.Any(x => x.AnimationWorker is AnimationWorker_KeyframesExtended))
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					                || node.tree.rootNode.children.Any(x => x.AnimationWorker is AnimationWorker_KeyframesExtended))
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            {
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					            {
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                material.color = Color.clear;
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					                material.color = Color.clear;
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					                material.shader = ShaderTypeDefOf.Transparent.Shader;
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            }
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					            }
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        }
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					        }
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					        public override void TransformLayer(PawnRenderNode node, PawnDrawParms parms, ref float layer)
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					        {
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					            base.TransformLayer(node, parms, ref layer);
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					            layer -= 1000;
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					        }
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    }
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					    }
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}
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					}
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