public override void ModifyDrawLayers(List <PlayerLayer> layers) { Texture2D textureLegs; if (!player.armor[12].IsAir) { if (player.armor[12].type >= ItemID.Count && ItemGlowMask.TryGetValue(player.armor[12].type, out textureLegs)) //Vanity Legs { InsertAfterVanillaLayer(layers, "Legs", new PlayerLayer(mod.Name, "GlowMaskLegs", delegate(PlayerDrawInfo info) { TremorUtils.DrawArmorGlowMask(EquipType.Legs, textureLegs, info); })); } } else if (player.armor[2].type >= ItemID.Count && ItemGlowMask.TryGetValue(player.armor[2].type, out textureLegs)) //Legs { InsertAfterVanillaLayer(layers, "Legs", new PlayerLayer(mod.Name, "GlowMaskLegs", delegate(PlayerDrawInfo info) { TremorUtils.DrawArmorGlowMask(EquipType.Legs, textureLegs, info); })); } Texture2D textureBody; if (!player.armor[11].IsAir) { if (player.armor[11].type >= ItemID.Count && ItemGlowMask.TryGetValue(player.armor[11].type, out textureBody)) //Vanity Body { InsertAfterVanillaLayer(layers, "Body", new PlayerLayer(mod.Name, "GlowMaskBody", delegate(PlayerDrawInfo info) { TremorUtils.DrawArmorGlowMask(EquipType.Body, textureBody, info); })); } } else if (player.armor[1].type >= ItemID.Count && ItemGlowMask.TryGetValue(player.armor[1].type, out textureBody)) //Body { InsertAfterVanillaLayer(layers, "Body", new PlayerLayer(mod.Name, "GlowMaskBody", delegate(PlayerDrawInfo info) { TremorUtils.DrawArmorGlowMask(EquipType.Body, textureBody, info); })); } Texture2D textureHead; if (!player.armor[10].IsAir) { if (player.armor[10].type >= ItemID.Count && ItemGlowMask.TryGetValue(player.armor[10].type, out textureHead)) //Vanity Head { InsertAfterVanillaLayer(layers, "Head", new PlayerLayer(mod.Name, "GlowMaskHead", delegate(PlayerDrawInfo info) { TremorUtils.DrawArmorGlowMask(EquipType.Head, textureHead, info); })); } } else if (player.armor[0].type >= ItemID.Count && ItemGlowMask.TryGetValue(player.armor[0].type, out textureHead)) //Head { InsertAfterVanillaLayer(layers, "Head", new PlayerLayer(mod.Name, "GlowMaskHead", delegate(PlayerDrawInfo info) { TremorUtils.DrawArmorGlowMask(EquipType.Head, textureHead, info); })); } Texture2D textureItem; if (player.HeldItem.type >= ItemID.Count && ItemGlowMask.TryGetValue(player.HeldItem.type, out textureItem)) //Held ItemType { InsertAfterVanillaLayer(layers, "HeldItem", new PlayerLayer(mod.Name, "GlowMaskHeldItem", delegate(PlayerDrawInfo info) { TremorUtils.DrawItemGlowMask(textureItem, info); })); } }