private static void DrawMeshModified(Mesh mesh, Vector3 position, Quaternion rotation, Material mat, int layer, Thing eq, float aimAngle) { CompOversizedWeapon compOversized = eq.TryGetComp <CompOversizedWeapon>(); CompEquippable equippable = eq.TryGetComp <CompEquippable>(); Pawn pawn = equippable.PrimaryVerb.CasterPawn; if (pawn == null) { return; } if (compOversized == null || (compOversized != null && compOversized.CompDeflectorIsAnimatingNow) || pawn == null || eq == null) { Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.draw(mesh, default(Matrix4x4), mat, layer, eq, pawn, position, rotation); return; } Vector3 s; if (pawn.RaceProps.Humanlike) { if (HarmonyCompOversizedWeapon.enabled_AlienRaces) { Vector2 v = AlienRaceUtility.AlienRacesPatch(pawn, eq); float f = Mathf.Max(v.x, v.y); s = new Vector3(eq.def.graphicData.drawSize.x * f, 1f, eq.def.graphicData.drawSize.y * f); } else { s = new Vector3(eq.def.graphicData.drawSize.x, 1f, eq.def.graphicData.drawSize.y); } } else { Vector2 v = pawn.ageTracker.CurKindLifeStage.bodyGraphicData.drawSize; s = new Vector3(eq.def.graphicData.drawSize.x + v.x / 10, 1f, eq.def.graphicData.drawSize.y + v.y / 10); } Matrix4x4 matrix = default(Matrix4x4); matrix.SetTRS(position, rotation, s); Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.draw(mesh, matrix, mat, 0, eq, pawn, position, rotation); }
public static void DrawMeshModified(Mesh mesh, Vector3 position, Quaternion rotation, Material mat, int layer, Thing eq, float aimAngle) { CompOversizedWeapon compOversized = eq.TryGetComp <CompOversizedWeapon>(); CompEquippable equippable = eq.TryGetComp <CompEquippable>(); Pawn pawn = equippable.PrimaryVerb.CasterPawn; if (pawn == null) { return; } if (compOversized == null || (compOversized != null && compOversized.CompDeflectorIsAnimatingNow) || pawn == null || eq == null) { draw(mesh, default(Matrix4x4), mat, layer, eq, pawn, position, rotation); return; } ThingWithComps thingWithComps = eq as ThingWithComps; bool DualWeapon = compOversized.Props != null && compOversized.Props.isDualWeapon; float offHandAngle = aimAngle; float mainHandAngle = aimAngle; Stance_Busy stance_Busy = pawn.stances.curStance as Stance_Busy; LocalTargetInfo localTargetInfo = null; if (stance_Busy != null && !stance_Busy.neverAimWeapon) { localTargetInfo = stance_Busy.focusTarg; } bool Aiming = Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.CurrentlyAiming(stance_Busy); Vector3 offsetMainHand = default(Vector3); Vector3 offsetOffHand = default(Vector3); if (compOversized.Props != null) { Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.SetAnglesAndOffsets(eq, thingWithComps, aimAngle, pawn, ref offsetMainHand, ref offsetOffHand, ref offHandAngle, ref mainHandAngle, Aiming, DualWeapon && Aiming); } if (DualWeapon) { Vector3 drawLoc = position + offsetMainHand; compOversized.renderPos = drawLoc; Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.DrawEquipmentAimingOverride(mesh, eq, drawLoc, offHandAngle, compOversized, equippable, pawn); } if (Aiming && localTargetInfo != null) { mainHandAngle = Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.GetAimingRotation(pawn, localTargetInfo); offsetMainHand.y += 0.1f; Vector3 drawLoc2 = pawn.DrawPos + new Vector3(0f, 0f, 0.4f).RotatedBy(mainHandAngle) + (DualWeapon ? offsetOffHand : offsetMainHand); if (DualWeapon) { compOversized.renderPosDual = drawLoc2; } else { compOversized.renderPos = drawLoc2; } Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.DrawEquipmentAimingOverride(mesh, thingWithComps, drawLoc2, (DualWeapon ? mainHandAngle : aimAngle), compOversized, equippable, pawn, DualWeapon); } else { Vector3 drawLoc2 = position + (DualWeapon ? offsetOffHand : offsetMainHand); if (DualWeapon) { compOversized.renderPosDual = drawLoc2; } else { compOversized.renderPos = drawLoc2; } Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.DrawEquipmentAimingOverride(mesh, thingWithComps, drawLoc2, (DualWeapon ? mainHandAngle : aimAngle), compOversized, equippable, pawn, false); } }
// Token: 0x0600007D RID: 125 RVA: 0x00006190 File Offset: 0x00004390 public static void SetAnglesAndOffsets(Thing eq, ThingWithComps offHandEquip, float aimAngle, Thing thing, ref Vector3 offsetMainHand, ref Vector3 offsetOffHand, ref float mainHandAngle, ref float offHandAngle, bool mainHandAiming, bool offHandAiming) { CompOversizedWeapon compOversized = eq.TryGetComp <CompOversizedWeapon>(); CompProperties_OversizedWeapon PropsOversized = compOversized.Props; Pawn pawn = thing as Pawn; bool Melee = pawn != null; if (Melee) { Melee = Harmony_PawnRenderer_DrawEquipmentAiming_Transpiler.IsMeleeWeapon(pawn.equipment.Primary); } bool Dual = false; if (PropsOversized != null) { Dual = PropsOversized.isDualWeapon; } float num = meleeMirrored ? (360f - meleeAngle) : meleeAngle; float num2 = rangedMirrored ? (360f - rangedAngle) : rangedAngle; Vector3 offset = AdjustRenderOffsetFromDir(thing.Rotation, compOversized, offHandAiming); if (thing.Rotation == Rot4.East) { offsetMainHand.z += offset.z; offsetMainHand.x += offset.x; offsetOffHand.y = -1f; offsetOffHand.z = 0.1f; offsetOffHand.z += offset.z; offsetOffHand.x += offset.x; if (PropsOversized != null) { mainHandAngle += PropsOversized.angleAdjustmentEast; } offHandAngle = mainHandAngle; } else { if (thing.Rotation == Rot4.West) { if (Dual) { offsetMainHand.y = -1f; } offsetMainHand.z += offset.z; offsetMainHand.x += offset.x; offsetOffHand.z = -0.1f; offsetOffHand.z += offset.z; offsetOffHand.x += offset.x; if (PropsOversized != null) { mainHandAngle += PropsOversized.angleAdjustmentWest; } offHandAngle = mainHandAngle; } else { if (thing.Rotation == Rot4.North) { if (!mainHandAiming) { offsetMainHand.x = offset.x + (Dual ? (Melee ? meleeXOffset : rangedXOffset) : 0); offsetOffHand.x = -offset.x + (Melee ? -meleeXOffset : -rangedXOffset); offsetMainHand.z = offset.z + (Dual ? (Melee ? meleeZOffset : rangedZOffset) : 0); offsetOffHand.z = offset.z + (Melee ? meleeZOffset : rangedZOffset); if (PropsOversized != null) { offHandAngle = PropsOversized.angleAdjustmentNorth + (Melee ? meleeAngle : rangedAngle); mainHandAngle = -PropsOversized.angleAdjustmentNorth + (Melee ? num : num2); } } else { offsetOffHand.x = -0.1f; } } else { if (!mainHandAiming) { offsetMainHand.y = 1f; offsetMainHand.x = -offset.x + (Dual ? (Melee ? -meleeXOffset : -rangedXOffset) : 0); offsetOffHand.x = offset.x + (Melee ? meleeXOffset : rangedXOffset); offsetMainHand.z = offset.z + (Dual ? (Melee ? meleeZOffset : rangedZOffset) : 0); offsetOffHand.z = offset.z + (Melee ? meleeZOffset : rangedZOffset); if (PropsOversized != null) { offHandAngle = -PropsOversized.angleAdjustmentSouth + (Melee ? num : num2); mainHandAngle = PropsOversized.angleAdjustmentSouth + (Melee ? meleeAngle : rangedAngle); } } else { offsetOffHand.y = 1f; offHandAngle = (!Melee ? num : num2); offsetOffHand.x = 0.1f; } } } } if (!thing.Rotation.IsHorizontal) { if (compOversized.Props != null) { /* * * offHandAngle += (float)((pawn.Rotation == Rot4.North) ? record.extraRotation : (-(float)record.extraRotation)); * mainHandAngle += (float)((pawn.Rotation == Rot4.North) ? (-(float)compOversized.extraRotation) : compOversized.extraRotation); */ } } }