Release 1.10.5.0 - Autumn Update 2025
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@@ -419,7 +419,12 @@ namespace Barotrauma
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float scale = Math.Min(targetAreaSize.X / headSprite.size.X, targetAreaSize.Y / headSprite.size.Y);
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headSprite.SourceRect = new Rectangle(CalculateOffset(headSprite, Head.SheetIndex.ToPoint()), headSprite.SourceRect.Size);
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SetHeadEffect(spriteBatch);
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headSprite.Draw(spriteBatch, screenPos, scale: scale, color: Head.SkinColor, spriteEffect: spriteEffects);
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Vector2 origin = headSprite.Origin;
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if (flip)
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{
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origin.X = headSprite.size.X - origin.X;
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}
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headSprite.Draw(spriteBatch, screenPos, origin: origin, scale: scale, color: Head.SkinColor, spriteEffect: spriteEffects);
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if (AttachmentSprites != null)
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{
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float depthStep = 0.000001f;
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@@ -467,6 +472,14 @@ namespace Barotrauma
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{
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origin = head.Origin;
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attachment.Sprite.Origin = origin;
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if (spriteEffects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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origin.X = head.size.X - origin.X;
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}
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if (spriteEffects.HasFlag(SpriteEffects.FlipVertically))
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{
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origin.Y = head.size.Y - origin.Y;
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}
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}
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else
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{
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