public virtual void PlayerUpdate(Color lastColor, Player player) { if (player != null) { player.OverrideHairColor = Hyperline.GetCurrentColor(Hyperline.Instance.lastColor, player.Dashes, 0, player.Hair); Hyperline.Instance.maddyCrownSprite = null; } }
/// <summary> /// Updates the hair, allowing for custom physics. /// </summary> /// <param name="orig">The default function for hair updating.</param> /// <param name="self">The player's hair.</param> /// <remarks> /// It is reccomended to look at the default hair after update before writing this. /// </remarks> public virtual void AfterUpdate(On.Celeste.PlayerHair.orig_AfterUpdate orig, PlayerHair self) { Player player = self.EntityAs <Player>(); if (!(!Hyperline.Settings.DoFeatherColor && player.StateMachine.State == 19)) { player.Hair.Color = Hyperline.GetCurrentColor(Hyperline.Instance.lastColor, player.Dashes, 0, player.Hair); } orig(self); }