public bool CheckPauldronRotation(Pawn pawn, ShoulderPadType shoulderPadType)
 {
     if (shoulderPadType == ShoulderPadType.Left && pawn.Rotation == Rot4.East)
     {
         return(false);
     }
     if (shoulderPadType == ShoulderPadType.Right && pawn.Rotation == Rot4.West)
     {
         return(false);
     }
     return(true);
 }
        public override void PostSpawnSetup(bool respawningAfterLoad)
        {
            base.PostSpawnSetup(respawningAfterLoad);
            ShoulderPadEntry entry = this.pprops.PauldronEntries.RandomElementByWeight((ShoulderPadEntry x) => x.commonality);

            this.graphicPath = entry.padTexPath;

            if (entry.UseFactionTextures)
            {
                this.graphicPath += ("_" + this.apparel.Wearer.Faction.Name);
            }
            this.shader            = ShaderDatabase.ShaderFromType(entry.shaderType);
            this.useSecondaryColor = entry.UseSecondaryColor;
            this.padType           = entry.shoulderPadType;
        }