1using Microsoft.Xna.Framework;
2using Microsoft.Xna.Framework.Graphics;
A struct that contains information that may help with PlayerLayer drawing.
int faceShader
The ID of the shader (dye) on the player's face accessory.
Color eyeColor
The color of the player's eyes, with lighting and transparency taken into account.
int wingShader
The ID of the shader (dye) on the player's wings.
Color armGlowMaskColor
The color of the glow-mask on the player's arms.
int legArmorShader
The ID of the shader (dye) on the player's leg armor.
int balloonShader
The ID of the shader (dye) on the player's balloon accessory.
float shadow
The transparency of the player, where 0f is fully opaque and 1f is fully transparent.
Color legColor
The color of the player's leg skin, with lighting and transparency taken into account.
int backShader
The ID of the shader (dye) on the player's back accessory.
Color pantsColor
The color of the player's pants, with lighting and transparency taken into account.
Color shoeColor
The color of the player's shoes, with lighting and transparency taken into account.
Color shirtColor
The color of the player's shirt, with lighting and transparency taken into account.
int bodyGlowMask
The ID of the glow-mask on the player's body.
Color faceColor
The color of the player's face, with lighting and transparency taken into account.
int waistShader
The ID of the shader (dye) on the player's waist accessory.
Vector2 legOrigin
The point around which the player's leg texture rotates.
int bodyArmorShader
The ID of the shader (dye) on the player's body armor.
int headArmorShader
The ID of the shader (dye) on the player's head armor.
Color mountColor
The color of the player's mount, with lighting and transparency taken into account.
bool drawHeldProjInFrontOfHeldItemAndBody
Whether or not the held projectile is drawn in front of or behind the held item and arms.
bool drawArms
Whether or not the player's arms underneath the armor should be drawn.
Vector2 bodyOrigin
The point around which the player's body texture rotates.
int handOnShader
The ID of the shader (dye) on the player's hand on accessory.
Color upperArmorColor
The color of all armor and accessories on the upper third of the player, with lighting and transparen...
Color legGlowMaskColor
The color of the glow-mask on the player's legs.
Player drawPlayer
The player that is being drawn.
SpriteEffects spriteEffects
The SpriteEffects that should be used to draw the player (how the sprite should be flipped).
Color bodyColor
The color of the player's body skin, with lighting and transparency taken into account.
bool drawHair
Whether or not the player's hair is drawn.
bool drawHands
Whether or not the player's hands underneath the armor should be drawn.
int hairShader
The ID of the shader (dye) on the player's hair.
int armGlowMask
The ID of the glow-mask on the player's arms.
int frontShader
The ID of the shader (dye) on the player's front accessory.
Color bodyGlowMaskColor
The color of the glow-mask on the player's body.
Color underShirtColor
The color of the player's under-shirt, with lighting and transparency taken into account.
Vector2 position
The position the player should be drawn in. Use this; do not use drawPlayer.position.
Vector2 headOrigin
The point around which the player's head texture rotates.
int carpetShader
The ID of the shader (dye) on the player's magic carpet.
Color eyeWhiteColor
The color of the whites of the player's eyes, with lighting and transparency taken into account.
int handOffShader
The ID of the shader (dye) on the player's hand off accessory.
Color headGlowMaskColor
The color of the glow-mask on the player's head.
Vector2 itemLocation
Similar to Player.itemLocation, but takes PlayerDrawInfo.position into account.
int shoeShader
The ID of the shader (dye) on the player's shoe accessory.
int legGlowMask
The ID of the glow-mask on the player's legs.
int shieldShader
The ID of the shader (dye) on the player's shield accessory.
bool drawAltHair
Whether or not the player's alternate (hat) hair is drawn.
Color middleArmorColor
The color of all armor and accessories on the middle third of the player, with lighting and transpare...
Color lowerArmorColor
The color of all armor and accessories on the lower third of the player, with lighting and transparen...
Color hairColor
The color of the player's hair, with lighting and transparency taken into account.
int headGlowMask
The ID of the glow-mask on the player's head.
int neckShader
The ID of the shader (dye) on the player's neck accessory.
A struct that contains information that may help with PlayerHeadLayer drawing.
float alpha
The transparency in which the player should be drawn. 0 means fully transparent, while 1 means fully ...
Player drawPlayer
The player whose head is being drawn.
bool drawHair
Whether the player's hair texture should be drawn.
float scale
The scale on the size in which the player should be drawn.
Color eyeWhiteColor
The color of the whites of the player's eyes. Alpha has already been taken into account.
SpriteBatch spriteBatch
The SpriteBatch object that should be used to do all the drawing. This is the same as Main....
Color skinColor
The color of the player's skin. Alpha has already been taken into account.
SpriteEffects spriteEffects
The SpriteEffects that should be used to draw the player. (SpriteEffects.None or SpriteEffects....
short hairShader
The ID of the shader (dye) on the player's hair.
int armorShader
The ID of the shader (dye) on the player's head armor.
Color armorColor
The color the player's armor should be shaded in. Alpha has already been taken into account.
Color eyeColor
The color of the player's eyes. Alpha has already been taken into account.
Color hairColor
The color of the player's hair. Alpha has already been taken into account.
Vector2 drawOrigin
The point on the player's texture around which everything should be rotated.
bool drawAltHair
Whether the player's alternate (hat) hair texture should be drawn.