|
tModLoader v2025.10
A mod to make and play Terraria mods
|
Contains all the parameters defining how a particular player will be rendered in the current lighting, copied from the drawPlayer.
First, the color of each body part is calculated and all of the fields are populated. Next, this data is used by each ModLoader.PlayerDrawLayer to populate DrawDataCache with DrawData corresponding to each individual layer making up the visuals of the player. Finally, every DrawDataCache is actually drawn.
In terms of modded logic, ModLoader.ModPlayer.DrawEffects runs before body part color values are calculated, ModLoader.ModPlayer.ModifyDrawInfo runs right before each ModLoader.PlayerDrawLayer runs, then each ModLoader.PlayerDrawLayer runs, and finally ModLoader.ModPlayer.TransformDrawData runs.
More...
Public Member Functions | |
| void | BoringSetup (Player player, List< DrawData > drawData, List< int > dust, List< int > gore, Vector2 drawPosition, float shadowOpacity, float rotation, Vector2 rotationOrigin) |
| void | HeadOnlySetup (Player drawPlayer2, List< DrawData > drawData, List< int > dust, List< int > gore, float X, float Y, float Alpha, float Scale) |
Public Attributes | |
| Color | ArkhalisColor |
| Color | armGlowColor |
| int | armGlowMask |
| int | armorAdjust |
| bool | armorHidesArms |
| bool | armorHidesHands |
| bool | backHairDraw |
| Vector2 | backShoulderOffset |
| Color | bodyGlowColor |
| int | bodyGlowMask |
| Vector2 | bodyVect |
| int | cAngelHalo |
| int | cBack |
| int | cBackpack |
| int | cBalloon |
| int | cBalloonFront |
| int | cBeard |
| int | cBody |
| int | cCarpet |
| int | cFace |
| int | cFaceFlower |
| int | cFaceHead |
| int | cFlameWaker |
| int | cFloatingTube |
| int | cFront |
| int | cHandOff |
| int | cHandOn |
| int | cHead |
| int | cLegs |
| int | cLeinShampoo |
| int | cNeck |
| Color | colorArmorBody |
| Color | colorArmorHead |
| Color | colorArmorLegs |
| Color | colorBodySkin |
| Color | colorDisplayDollSkin |
| Color | colorElectricity |
| Color | colorEyes |
| Color | colorEyeWhites |
| Color | colorHair |
| Color | colorHead |
| Color | colorLegs |
| Color | colorMount |
| Color | colorPants |
| Color | colorShirt |
| Color | colorShoes |
| Color | colorUnderShirt |
| Rectangle | compBackArmFrame |
| Rectangle | compBackShoulderFrame |
| Rectangle | compFrontArmFrame |
| Rectangle | compFrontShoulderFrame |
| float | compositeBackArmRotation |
| float | compositeFrontArmRotation |
| bool | compShoulderOverFrontArm |
| Rectangle | compTorsoFrame |
| int | cPortableStool |
| int | cShield |
| int | cShoe |
| int | cTail |
| int | cUnicornHorn |
| int | cWaist |
| int | cWings |
| bool | drawAngelHalo |
| List< DrawData > | DrawDataCache |
| Contains DrawData representing each individual layer, from back to front, comprising the full visuals of the player. | |
| bool | drawFloatingTube |
| bool | drawFrontAccInNeckAccLayer |
| Player | drawPlayer |
| bool | drawsBackHairWithoutHeadgear |
| bool | drawUnicornHorn |
| List< int > | DustCache |
| Color | floatingTubeColor |
| Vector2 | frontShoulderOffset |
| bool | fullHair |
| List< int > | GoreCache |
| Rectangle | hairBackFrame |
| int | hairDyePacked |
| Rectangle | hairFrontFrame |
| Vector2 | hairOffset |
| bool | hatHair |
| Color | headGlowColor |
| int | headGlowMask |
| bool | headOnlyRender |
| Vector2 | headVect |
| Item | heldItem |
| bool | heldProjOverHand |
| Vector2 | helmetOffset |
| bool | hideCompositeShoulders |
| bool | hideEntirePlayer |
| bool | hideHair |
| bool | hidesBottomSkin |
| bool | hidesTopSkin |
| bool | isBottomOverriden |
| bool | isSitting |
| bool | isSleeping |
| Color | itemColor |
| SpriteEffects | itemEffect |
| Vector2 | ItemLocation |
| Color | legsGlowColor |
| int | legsGlowMask |
| Vector2 | legsOffset |
| Vector2 | legVect |
| float | mountOffSet |
| SpriteEffects | playerEffect |
| Vector2 | Position |
| int | projectileDrawPosition |
| float | rotation |
| Vector2 | rotationOrigin |
| float | seatYOffset |
| Color | selectionGlowColor |
| float | shadow |
| int | sittingIndex |
| int | skinDyePacked |
| int | skinVar |
| float | stealth |
| float | torsoOffset |
| bool | usesCompositeBackHandAcc |
| bool | usesCompositeFrontHandAcc |
| bool | usesCompositeTorso |
| WeaponDrawOrder | weaponDrawOrder |
| bool | weaponOverFrontArm |
Properties | |
| Vector2 | Center [get] |
Contains all the parameters defining how a particular player will be rendered in the current lighting, copied from the drawPlayer.
First, the color of each body part is calculated and all of the fields are populated. Next, this data is used by each ModLoader.PlayerDrawLayer to populate DrawDataCache with DrawData corresponding to each individual layer making up the visuals of the player. Finally, every DrawDataCache is actually drawn.
In terms of modded logic, ModLoader.ModPlayer.DrawEffects runs before body part color values are calculated, ModLoader.ModPlayer.ModifyDrawInfo runs right before each ModLoader.PlayerDrawLayer runs, then each ModLoader.PlayerDrawLayer runs, and finally ModLoader.ModPlayer.TransformDrawData runs.