public override void DrawNaturalEyes(Vector3 drawLoc, Quaternion headQuat, bool portrait)
        {
            Mesh eyeMesh = this.CompFace.EyeMeshSet.Mesh.MeshAt(this.HeadFacing);

            PawnFaceGraphic faceGraphic = this.CompFace.PawnFaceGraphic;
            // natural eyes
            PartStatus eyeLeft = this.CompFace.BodyStat.EyeLeft;

            if (faceGraphic != null && (eyeLeft == PartStatus.Natural ||
                                        eyeLeft == PartStatus.Artificial &&
                                        !faceGraphic.EyePatchLeftTexExists()))
            {
                Material leftEyeMat = this.CompFace.FaceMaterial.EyeLeftMatAt(this.HeadFacing, portrait);
                if (leftEyeMat != null)
                {
                    Vector3 left = drawLoc;
                    drawLoc.y += Offsets.YOffset_LeftPart;

                    GenDraw.DrawMeshNowOrLater(
                        eyeMesh,
                        left + this.EyeOffset(this.HeadFacing) +
                        this.CompFace.EyeWiggler.EyeMoveL,
                        headQuat,
                        leftEyeMat,
                        portrait);
                }
            }

            PartStatus eyeRight = this.CompFace.BodyStat.EyeRight;

            if (faceGraphic != null && (eyeRight == PartStatus.Natural ||
                                        eyeRight == PartStatus.Artificial &&
                                        !faceGraphic.EyePatchRightTexExists()))
            {
                Material rightEyeMat = this.CompFace.FaceMaterial.EyeRightMatAt(this.HeadFacing, portrait);

                if (rightEyeMat != null)
                {
                    Vector3 right = drawLoc;
                    right.y += Offsets.YOffset_RightPart;

                    GenDraw.DrawMeshNowOrLater(
                        eyeMesh,
                        right + this.EyeOffset(this.HeadFacing) +
                        this.CompFace.EyeWiggler.EyeMoveR,
                        headQuat,
                        rightEyeMat,
                        portrait);
                }
            }
        }
        public override void DrawNaturalEars(Vector3 drawLoc, Quaternion headQuat, bool portrait)
        {
            Mesh earMesh = this.CompFace.EyeMeshSet.Mesh.MeshAt(this.HeadFacing);

            PawnFaceGraphic faceGraphic = this.CompFace.PawnFaceGraphic;
            // natural eyes
            PartStatus earLeft = this.CompFace.BodyStat.EarLeft;

            if (faceGraphic == null)
            {
                return;
            }
            Material earLeftMatAt = null;

            if (earLeft == PartStatus.Natural ||
                earLeft == PartStatus.Artificial &&
                !faceGraphic.EarPatchLeftTexExists())
            {
                earLeftMatAt = this.CompFace.FaceMaterial.EarLeftMatAt(this.HeadFacing, portrait);
            }
            else if (earLeft == PartStatus.Missing)
            {
                earLeftMatAt = this.CompFace.FaceMaterial.EarLeftMissingMatAt(this.HeadFacing, portrait);
            }
            if (earLeftMatAt != null)
            {
                Vector3 left = drawLoc;
                drawLoc.y += Offsets.YOffset_LeftPart;

                GenDraw.DrawMeshNowOrLater(
                    earMesh,
                    left + this.EarOffset(this.HeadFacing),
                    headQuat,
                    earLeftMatAt,
                    portrait);
            }
            Material earRightMatAt = null;

            PartStatus earRight = this.CompFace.BodyStat.EarRight;

            if (earRight == PartStatus.Natural ||
                earRight == PartStatus.Artificial &&
                !faceGraphic.EarPatchRightTexExists())
            {
                earRightMatAt = this.CompFace.FaceMaterial.EarRightMatAt(this.HeadFacing, portrait);
            }
            else if (earRight == PartStatus.Missing)
            {
                earRightMatAt = this.CompFace.FaceMaterial.EarRightMissingMatAt(this.HeadFacing, portrait);
            }
            if (earRightMatAt != null)
            {
                Vector3 right = drawLoc;
                right.y += Offsets.YOffset_RightPart;

                GenDraw.DrawMeshNowOrLater(
                    earMesh,
                    right + this.EarOffset(this.HeadFacing),
                    headQuat,
                    earRightMatAt,
                    portrait);
            }
        }