mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-09-23 07:22:25 +00:00
Improved skin paper doll draw function
This commit is contained in:
@@ -7,11 +7,7 @@ using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using System.Threading.Tasks;
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namespace PckStudio.Core.Extensions
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{
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@@ -95,6 +91,7 @@ namespace PckStudio.Core.Extensions
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gfx.InterpolationMode = InterpolationMode.NearestNeighbor;
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gfx.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gfx.SmoothingMode = SmoothingMode.None;
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gfx.CompositingMode = CompositingMode.SourceOver;
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SkinBOX baseHeadBox = new SkinBOX("HEAD", new(-4, -8, -4), new(8), new(0, 0));
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SkinBOX baseTorsoBox = new SkinBOX("BODY", new(-4, 0, -2), new(8, 12, 4), new(16, 16));
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@@ -165,17 +162,29 @@ namespace PckStudio.Core.Extensions
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baseBoxes.Add(new SkinBOX("PANTS1", new(-2, 0, -2), new(4, 12, 4), new(0, 48), scale: 0.25f));
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}
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skinBoxes.AddRange(baseBoxes);
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HashSet<SkinBOX> baseBoxSet = new(baseBoxes);
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baseBoxes.Clear();
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skinBoxes.AddRange(baseBoxSet);
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skinBoxes.AddRange(skin.Model.AdditionalBoxes);
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skinBoxes = skinBoxes
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.OrderByDescending(box =>
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isStatueOfLiberty && box.Type == "ARM0"
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? -box.Pos.Z
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: box.Pos.Z
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)
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.ThenBy(box => box.Scale)
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.ToList();
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skinBoxes.Sort((first, second) =>
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{
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float aZPos = isStatueOfLiberty && first.Type == "ARM0"
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? -first.Pos.Z
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: first.Pos.Z;
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float bZPos = isStatueOfLiberty && second.Type == "ARM0"
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? -second.Pos.Z
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: second.Pos.Z;
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int result = bZPos.CompareTo(aZPos);
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return result != 0
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? result
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: first.Scale.CompareTo(second.Scale);
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});
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float canvasWidth = 0;
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float canvasHeight = 0;
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@@ -190,178 +199,264 @@ namespace PckStudio.Core.Extensions
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float defaultDrawOffsetX = paperDoll.Width / 2f; // draw at center of the canvas
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float defaultDrawOffsetY = paperDoll.Height / 2f - torsoCenterY * pixelScale; // draw from center of the torso box
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var drawFunctions = new List<(
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Image BackFace,
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Image FrontFace,
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RectangleF DrawRect,
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bool StatueOfLibertyArm
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)>();
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var partOffsets = skin.Model.PartOffsets
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.ToDictionary(x => x.Type, x => x.Value);
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foreach (SkinBOX box in skinBoxes)
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{
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try
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float boxWidth = box.Size.X;
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float boxHeight = box.Size.Y;
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float boxDepth = box.Size.Z;
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if (boxWidth <= 0 || boxHeight <= 0) // if either of these are 0, skip because drawing is impossible
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continue;
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bool isStatueOfLibertyArm = isStatueOfLiberty && (box.Type == "ARM0" || box.Type == "SLEEVE0" || box.Type == "ARMARMOR0");
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// this math is basically to ensure the face is stretched if the texture is improper
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Rectangle faceRect = new Rectangle(
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isStatueOfLibertyArm // get back of ARM 0 box if Statue of Liberty
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? (int)((box.UV.X + boxWidth + 2 * boxDepth) * textureScaleX) // depth + width + depth = offset for back of box
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: (int)((box.UV.X + boxDepth) * textureScaleX),
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(int)((box.UV.Y + boxDepth) * textureScaleY),
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(int)(boxWidth * textureScaleX),
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(int)(boxHeight * textureScaleY)
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);
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// get back of the face to display behind just incase transparent parts exist on the front layer
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Rectangle backFaceRect = new Rectangle(
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!isStatueOfLibertyArm // get front of ARM 0 box if Statue of Liberty
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? (int)((box.UV.X + boxWidth + 2 * boxDepth) * textureScaleX) // depth + width + depth = offset for back of box
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: (int)((box.UV.X + boxDepth) * textureScaleX),
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(int)((box.UV.Y + boxDepth) * textureScaleY),
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(int)(boxWidth * textureScaleX),
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(int)(boxHeight * textureScaleY)
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);
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Image boxFace = skin.Texture.GetArea(faceRect);
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Image backBoxFace = skin.Texture.GetArea(backFaceRect);
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if (box.Mirror)
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{
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float boxWidth = box.Size.X;
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float boxHeight = box.Size.Y;
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float boxDepth = box.Size.Z;
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boxFace.RotateFlip(RotateFlipType.RotateNoneFlipX);
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}
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else
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{
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backBoxFace.RotateFlip(RotateFlipType.RotateNoneFlipX);
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}
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if (boxWidth <= 0 || boxHeight <= 0) // if either of these are 0, skip because drawing is impossible
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continue;
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if (isStatueOfLibertyArm)
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{
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boxFace.RotateFlip(RotateFlipType.RotateNoneFlipY);
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backBoxFace.RotateFlip(RotateFlipType.RotateNoneFlipY);
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}
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bool isStatueOfLibertyArm = isStatueOfLiberty && (box.Type == "ARM0" || box.Type == "SLEEVE0" || box.Type == "ARMARMOR0");
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// these values are added to later
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float drawOffsetX = defaultDrawOffsetX; // draw at center of the canvas
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float drawOffsetY = defaultDrawOffsetY;
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// this math is basically to ensure the face is stretched if the texture is improper
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Rectangle faceRect = new Rectangle(
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isStatueOfLibertyArm // get back of ARM 0 box if Statue of Liberty
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? (int)((box.UV.X + boxWidth + 2 * boxDepth) * textureScaleX) // depth + width + depth = offset for back of box
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: (int)((box.UV.X + boxDepth) * textureScaleX),
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(int)((box.UV.Y + boxDepth) * textureScaleY),
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(int)(boxWidth * textureScaleX),
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(int)(boxHeight * textureScaleY)
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);
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// offset by 4 pixels so feet align with where the head should be for the bust crop. This might not be perfect, but it gets the job done for the 2 "vanilla" upside-down skins
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if (isDinnerbone)
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drawOffsetY -= 4 * pixelScale;
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Image boxFace = skin.Texture.GetArea(faceRect);
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if (box.Mirror) boxFace.RotateFlip(RotateFlipType.RotateNoneFlipX);
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if (isStatueOfLibertyArm)
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float armXOffset = GameConstants.SkinLeftArmTranslation.X * pixelScale;
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float armYOffset = GameConstants.SkinLeftArmTranslation.Y * pixelScale;
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float legXOffset = GameConstants.SkinLeftLegTranslation.X * pixelScale;
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float legYOffset = GameConstants.SkinLeftLegTranslation.Y * pixelScale;
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float offset = 0;
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switch (box.Type)
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{
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case "HEAD":
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case "HEADWEAR":
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partOffsets.TryGetValue("HEAD", out offset);
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break;
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case "BODY":
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case "WAIST":
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case "JACKET":
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case "BELT":
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case "BODYARMOR":
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partOffsets.TryGetValue("BODY", out offset);
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break;
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case "ARM0":
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case "SLEEVE0":
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case "ARMARMOR0":
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partOffsets.TryGetValue("ARM0", out offset);
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drawOffsetX -= armXOffset;
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drawOffsetY += armYOffset;
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break;
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case "ARM1":
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case "SLEEVE1":
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case "ARMARMOR1":
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partOffsets.TryGetValue("ARM1", out offset);
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drawOffsetX += armXOffset;
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drawOffsetY += armYOffset;
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break;
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case "LEG0":
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case "PANTS0":
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case "LEGGING0":
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case "SOCK0":
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case "BOOT0":
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partOffsets.TryGetValue("BOOT0", out offset);
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drawOffsetX -= legXOffset;
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drawOffsetY += legYOffset;
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break;
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case "LEG1":
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case "PANTS1":
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case "LEGGING1":
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case "SOCK1":
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case "BOOT1":
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partOffsets.TryGetValue("BOOT1", out offset);
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drawOffsetX += legXOffset;
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drawOffsetY += legYOffset;
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break;
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}
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drawOffsetY += offset * pixelScale;
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float boxPosY = box.Pos.Y;
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if (isStatueOfLibertyArm)
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{
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boxPosY = -(box.Pos.Y + box.Size.Y);
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}
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float drawX = box.Pos.X * pixelScale;
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float drawY = boxPosY * pixelScale;
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float drawWidth = boxWidth * pixelScale;
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float drawHeight = boxHeight * pixelScale;
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// handle Box scale
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float boxInflate =
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// if XMLVersion 3 or a base box; then return box scale
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(xmlVersion == 3 || baseBoxSet.Contains(box)) ? box.Scale
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// if not; then check that it is an overlay box
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: (xmlVersion > 0 && xmlVersion < 3 && SkinBOX.OverlayTypes.Contains(box.Type))
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// if so, return hardcoded box inflate value
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? (box.Type == "HEADWEAR" ? 0.5f : 0.25f)
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: 0f; // finally, if not caught anywhere else, return no scale
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float drawInflate = boxInflate * pixelScale * 1.5f; // no idea why 1.5 seems to fix this :,)
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float halfInflation = drawInflate * 0.5f;
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float finalDrawX = drawOffsetX + drawX - halfInflation;
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float finalDrawY = drawOffsetY + drawY - halfInflation;
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float finalDrawWidth = drawWidth + drawInflate;
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float finalDrawHeight = drawHeight + drawInflate;
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RectangleF boxRect = new RectangleF(finalDrawX, finalDrawY, finalDrawWidth, finalDrawHeight);
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if (isStatueOfLiberty && box.Type == "ARM0")
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{
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float pivotX = defaultDrawOffsetX + GameConstants.SkinRightArmPivot.X * pixelScale;
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float pivotY = defaultDrawOffsetY + GameConstants.SkinRightArmPivot.Y * pixelScale;
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const float Angle = -8f * (float)Math.PI / 180f;
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float cos = (float)Math.Cos(Angle);
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float sin = (float)Math.Sin(Angle);
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// used to calculate if the bounds of the arm go beyond the current bounds of the image so that the entire skin is shown
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PointF[] armBounds =
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{
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boxFace.RotateFlip(RotateFlipType.RotateNoneFlipY);
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}
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float drawOffsetX = defaultDrawOffsetX; // draw at center of the canvas
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float drawOffsetY = defaultDrawOffsetY;
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// offset by 4 pixels so feet align with where the head should be for the bust crop. This might not be perfect, but it gets the job done for the 2 "vanilla" upside-down skins
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if (isDinnerbone)
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drawOffsetY -= 4 * pixelScale;
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float armXOffset = GameConstants.SkinLeftArmTranslation.X * pixelScale;
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float armYOffset = GameConstants.SkinLeftArmTranslation.Y * pixelScale;
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float legXOffset = GameConstants.SkinLeftLegTranslation.X * pixelScale;
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float legYOffset = GameConstants.SkinLeftLegTranslation.Y * pixelScale;
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switch (box.Type)
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{
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case "HEAD":
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case "HEADWEAR":
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drawOffsetY += skin.Model.PartOffsets.Find(x => x.Type == "HEAD").Value * pixelScale;
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break;
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case "BODY":
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case "WAIST":
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case "JACKET":
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case "BELT":
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case "BODYARMOR":
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drawOffsetY += skin.Model.PartOffsets.Find(x => x.Type == "BODY").Value * pixelScale;
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break;
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case "ARM0":
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case "SLEEVE0":
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case "ARMARMOR0":
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drawOffsetX -= armXOffset;
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drawOffsetY += armYOffset + skin.Model.PartOffsets.Find(x => x.Type == "ARM0").Value * pixelScale;
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break;
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case "ARM1":
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case "SLEEVE1":
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case "ARMARMOR1":
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drawOffsetX += armXOffset;
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drawOffsetY += armYOffset + skin.Model.PartOffsets.Find(x => x.Type == "ARM1").Value * pixelScale;
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break;
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case "LEG0":
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case "PANTS0":
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case "LEGGING0":
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case "SOCK0":
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case "BOOT0":
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drawOffsetX -= legXOffset;
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drawOffsetY += legYOffset + skin.Model.PartOffsets.Find(x => x.Type == "LEG0").Value * pixelScale;
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break;
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case "LEG1":
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case "PANTS1":
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case "LEGGING1":
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case "SOCK1":
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case "BOOT1":
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drawOffsetX += legXOffset;
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drawOffsetY += legYOffset + skin.Model.PartOffsets.Find(x => x.Type == "LEG1").Value * pixelScale;
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break;
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}
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float boxPosY = box.Pos.Y;
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if (isStatueOfLibertyArm)
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{
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boxPosY = -(box.Pos.Y + box.Size.Y);
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}
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float drawX = box.Pos.X * pixelScale;
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float drawY = boxPosY * pixelScale;
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float drawWidth = boxWidth * pixelScale;
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float drawHeight = boxHeight * pixelScale;
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// handle Box scale
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float boxInflate =
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// if XMLVersion 3 or a base box; then return box scale
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(xmlVersion == 3 || baseBoxes.Contains(box)) ? box.Scale
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// if not; then check that it is an overlay box
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: (xmlVersion > 0 && xmlVersion < 3 && SkinBOX.OverlayTypes.Contains(box.Type))
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// if so, return hardcoded box inflate value
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? (box.Type == "HEADWEAR" ? 0.5f : 0.25f)
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: 0f; // finally, if not caught anywhere else, return no scale
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float drawInflate = boxInflate * pixelScale * 1.5f; // no idea why 1.5 seems to fix this :,)
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float halfInflation = drawInflate * 0.5f;
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float finalDrawX = drawOffsetX + drawX - halfInflation;
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float finalDrawY = drawOffsetY + drawY - halfInflation;
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float finalDrawWidth = drawWidth + drawInflate;
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float finalDrawHeight = drawHeight + drawInflate;
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RectangleF boxRect = new RectangleF(finalDrawX, finalDrawY, finalDrawWidth, finalDrawHeight);
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if (isStatueOfLiberty && box.Type == "ARM0")
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{
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float pivotX = defaultDrawOffsetX + GameConstants.SkinRightArmPivot.X * pixelScale;
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float pivotY = defaultDrawOffsetY + GameConstants.SkinRightArmPivot.Y * pixelScale;
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float angle = -8f * (float)Math.PI / 180f;
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// used to calculate if the bounds of the arm go beyond the current bounds of the image so that the entire skin is shown
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PointF[] armBounds =
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{
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new PointF(finalDrawX, finalDrawY),
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new PointF(finalDrawX + finalDrawWidth, finalDrawY),
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new PointF(finalDrawX, finalDrawY + finalDrawHeight),
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new PointF(finalDrawX + finalDrawWidth, finalDrawY + finalDrawHeight)
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};
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foreach (var bound in armBounds)
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{
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float finalX = bound.X - pivotX;
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float finalY = bound.Y - pivotY;
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float rotateX = pivotX + (finalX * (float)Math.Cos(angle) - finalY * (float)Math.Sin(angle));
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float rotateY = pivotY + (finalX * (float)Math.Sin(angle) + finalY * (float)Math.Cos(angle));
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canvasMinX = Math.Min(canvasMinX, rotateX);
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canvasMinY = Math.Min(canvasMinY, rotateY);
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canvasMaxX = Math.Max(canvasMaxX, rotateX);
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canvasMaxY = Math.Max(canvasMaxY, rotateY);
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}
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var state = gfx.Save();
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gfx.TranslateTransform(pivotX, pivotY);
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gfx.RotateTransform(-8f);
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gfx.TranslateTransform(-pivotX, -pivotY);
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gfx.DrawImage(boxFace, boxRect);
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gfx.Restore(state);
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}
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else
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foreach (var bound in armBounds)
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{
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canvasMinX = Math.Min(canvasMinX, finalDrawX);
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canvasMinY = Math.Min(canvasMinY, finalDrawY);
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canvasMaxX = Math.Max(canvasMaxX, finalDrawX + finalDrawWidth);
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canvasMaxY = Math.Max(canvasMaxY, finalDrawY + finalDrawHeight);
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float finalX = bound.X - pivotX;
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float finalY = bound.Y - pivotY;
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gfx.DrawImage(boxFace, boxRect);
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float rotateX = pivotX + (finalX * cos - finalY * sin);
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float rotateY = pivotY + (finalX * sin + finalY * cos);
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canvasMinX = Math.Min(canvasMinX, rotateX);
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canvasMinY = Math.Min(canvasMinY, rotateY);
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canvasMaxX = Math.Max(canvasMaxX, rotateX);
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canvasMaxY = Math.Max(canvasMaxY, rotateY);
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}
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}
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catch (Exception ex)
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else
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{
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Console.WriteLine(ex.Message);
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canvasMinX = Math.Min(canvasMinX, finalDrawX);
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canvasMinY = Math.Min(canvasMinY, finalDrawY);
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canvasMaxX = Math.Max(canvasMaxX, finalDrawX + finalDrawWidth);
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canvasMaxY = Math.Max(canvasMaxY, finalDrawY + finalDrawHeight);
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}
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drawFunctions.Add((
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backBoxFace,
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boxFace,
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boxRect,
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isStatueOfLiberty && box.Type == "ARM0"
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));
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}
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// draw back faces first
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for (int i = drawFunctions.Count - 1; i >= 0; i--)
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{
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var function = drawFunctions[i];
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if (function.StatueOfLibertyArm)
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{
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float pivotX = defaultDrawOffsetX + GameConstants.SkinRightArmPivot.X * pixelScale;
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float pivotY = defaultDrawOffsetY + GameConstants.SkinRightArmPivot.Y * pixelScale;
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var state = gfx.Save();
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gfx.TranslateTransform(pivotX, pivotY);
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gfx.RotateTransform(-8f);
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gfx.TranslateTransform(-pivotX, -pivotY);
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|
||||
gfx.DrawImage(function.BackFace, function.DrawRect);
|
||||
|
||||
gfx.Restore(state);
|
||||
}
|
||||
else
|
||||
{
|
||||
gfx.DrawImage(function.BackFace, function.DrawRect);
|
||||
}
|
||||
}
|
||||
|
||||
// then draw all fronts overtop
|
||||
foreach (var function in drawFunctions)
|
||||
{
|
||||
if (function.StatueOfLibertyArm)
|
||||
{
|
||||
float pivotX = defaultDrawOffsetX + GameConstants.SkinRightArmPivot.X * pixelScale;
|
||||
float pivotY = defaultDrawOffsetY + GameConstants.SkinRightArmPivot.Y * pixelScale;
|
||||
|
||||
var state = gfx.Save();
|
||||
|
||||
gfx.TranslateTransform(pivotX, pivotY);
|
||||
gfx.RotateTransform(-8f);
|
||||
gfx.TranslateTransform(-pivotX, -pivotY);
|
||||
|
||||
gfx.DrawImage(function.FrontFace, function.DrawRect);
|
||||
|
||||
gfx.Restore(state);
|
||||
}
|
||||
else
|
||||
{
|
||||
gfx.DrawImage(function.FrontFace, function.DrawRect);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user