rjw-cum/1.3/Source/Mod/Patch_RenderOverBody.cs

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2022-07-13 12:13:21 +00:00
using System.Collections.Generic;
using Verse;
using HarmonyLib;
using UnityEngine;
using System;
using RimWorld;
//using Multiplayer.API;
namespace rjwcum
{
[HarmonyPatch(typeof(RimWorld.PawnWoundDrawer))]
[HarmonyPatch("RenderOverBody")]
[HarmonyPatch(new Type[] { typeof(Vector3), typeof(Mesh), typeof(Quaternion), typeof(bool), typeof(BodyTypeDef.WoundLayer), typeof(Rot4), typeof(bool) })]
class Patch_RenderOverBody
{
[HarmonyPostfix]
static void DrawCum(RimWorld.PawnWoundDrawer __instance, Vector3 drawLoc, Mesh bodyMesh, Quaternion quat, bool drawNow, BodyTypeDef.WoundLayer layer, Rot4 pawnRot, bool? overApparel = null)
{
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if (!CumBase.cum_overlays) return;
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Pawn pawn = Traverse.Create(__instance).Field("pawn").GetValue<Pawn>();//get local variable
//TODO add support for animals? unlikely as they has weird meshes
//for now, only draw humans
if (pawn.RaceProps.Humanlike) //&& CumOverlayBase.cum_overlays)
{
//find cum hediff. if it exists, use its draw function
List<Hediff> hediffs = pawn.health.hediffSet.hediffs;
if (hediffs.Exists(x => x.def == HediffDefOf.Hediff_CumController))
{
Hediff_CumController h = hediffs.Find(x => x.def == HediffDefOf.Hediff_CumController) as Hediff_CumController;
quat.ToAngleAxis(out float angle, out Vector3 axis);//angle changes when pawn is e.g. downed
//adjustments if the pawn is sleeping in a bed:
bool inBed = false;
Building_Bed building_Bed = pawn.CurrentBed();
if (building_Bed != null)
{
inBed = !building_Bed.def.building.bed_showSleeperBody;
AltitudeLayer altLayer = (AltitudeLayer)Mathf.Max((int)building_Bed.def.altitudeLayer, 15);
Vector3 vector2 = pawn.Position.ToVector3ShiftedWithAltitude(altLayer);
vector2.y += 0.02734375f+0.01f;//just copied from rimworld code+0.01f
drawLoc.y = vector2.y;
}
h.DrawCum(drawLoc, quat, layer == BodyTypeDef.WoundLayer.Head, angle);
}
}
}
}
}