public void Draw(SpriteBatch spriteBatch) { float brightness = 1.0f - (burnt / 100.0f) * 0.5f; Color color = new Color(brightness, brightness, brightness); body.Dir = Dir; bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb); if (!hideLimb) { body.Draw(spriteBatch, sprite, color, null, scale); } else { body.UpdateDrawPosition(); } if (LightSource != null) { LightSource.Position = body.DrawPosition; } foreach (WearableSprite wearable in wearingItems) { SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; Vector2 origin = wearable.Sprite.Origin; if (body.Dir == -1.0f) { origin.X = wearable.Sprite.SourceRect.Width - origin.X; } float depth = sprite.Depth - 0.000001f; if (wearable.DepthLimb != LimbType.None) { Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb); if (depthLimb != null) { depth = depthLimb.sprite.Depth - 0.000001f; } } wearable.Sprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), color, origin, -body.DrawRotation, scale, spriteEffect, depth); } if (damage > 0.0f && damagedSprite != null && !hideLimb) { SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; float depth = sprite.Depth - 0.0000015f; damagedSprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin, -body.DrawRotation, 1.0f, spriteEffect, depth); } if (!GameMain.DebugDraw) { return; } if (pullJoint != null) { Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB); GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true); } }