private void PlayerHair_AfterUpdate(On.Celeste.PlayerHair.orig_AfterUpdate orig, PlayerHair self) { if (!(self.Entity is Player) || !Settings.Enabled || (self.Entity as Player).Dashes > MAX_DASH_COUNT) { orig(self); return; } Player player = (Player)self.Entity; Instance.time += Engine.DeltaTime; maddyCrownSprite = null; Instance.UpdateHairLength(self); IHairType hair = Instance.triggerManager.GetHair(player.Dashes); if (hair != null) { hair.AfterUpdate(orig, self); } else { orig(self); //this really shouldn't happen, only happens when using the load command from the main menu, so we'll reload the trigger manager triggerManager.LoadFromSettings(); } }
private void PlayerHair_AfterUpdate(On.Celeste.PlayerHair.orig_AfterUpdate orig, PlayerHair self) { if ((self.Entity is Player) && Settings.Enabled) { Player player = (Player)self.Entity; player.Hair.Color = GetCurrentColor(player.Dashes, 0, player.Hair); Hyperline.Instance.Time += Engine.DeltaTime; MaddyCrownSprite = null; Instance.UpdateHairLength(self); } orig(self); }