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