code:
using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;

namespace Rimworld_Animations
{
    public class PawnRenderSubWorker_HideWhenAnimating : PawnRenderSubWorker
    {

        public override void EditMaterial(PawnRenderNode node, PawnDrawParms parms, ref Material material)
        {
            if (node.tree.pawn.def != ThingDefOf.Human) return;

            if (node.tree.rootNode.AnimationWorker is AnimationWorker_KeyframesExtended
                || node.tree.rootNode.children.Any(x => x.AnimationWorker is AnimationWorker_KeyframesExtended))
            {
                material.color = Color.clear;
                material.shader = ShaderTypeDefOf.Transparent.Shader;
            }
        }

        public override void TransformLayer(PawnRenderNode node, PawnDrawParms parms, ref float layer)
        {

            base.TransformLayer(node, parms, ref layer);

            if (node.tree.pawn.def != ThingDefOf.Human) return;
            layer -= 1000;
        }

    }

}


code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RimWorld;
using rjw.Modules.Interactions.Helpers;
using rjw.Modules.Interactions.Objects;
using UnityEngine;
using Verse;
using Verse.AI;
using rjw.Modules.Interactions.Enums;

namespace Rimworld_Animations {
    public static class AnimationUtility {

        public static void StartAnimation(List<Pawn> participants)
        {
            participants[0].Drawer.renderer.SetAnimation(AnimationDefOf.TestAnimation1);
            participants[1].Drawer.renderer.SetAnimation(AnimationDefOf.TestAnimation2);
        }

        //startgroupanimator with anchor
        //don't anchor to self if anchor is self
        public static void StartGroupAnimation(List<Pawn> participants, GroupAnimationDef groupAnimationDef, int reorder, Thing anchor)
        {

            int seed = GenTicks.TicksGame;

            for (int i = 0; i < participants.Count; i++)
            {

                groupAnimationDef.GetOffset(i, participants[i], out Vector3? position, out int? rotation, reorder);

                if (anchor is Pawn pawn && pawn == participants[i])
                {

                    List<AnimationDef> allAnimationsForPawn = groupAnimationDef.GetAllAnimationsForActor(i, seed, reorder);
                    participants[i].TryGetComp<CompExtendedAnimator>().PlayGroupAnimation(allAnimationsForPawn, position, rotation);
                }
                else
                {
                    //each participant gets their own unique extendedanimatoranchor, important for scribe_deep saving
                    List<AnimationDef> allAnimationsForPawn = groupAnimationDef.GetAllAnimationsForActor(i, seed, reorder);
                    BaseExtendedAnimatorAnchor animatorAnchor = new ExtendedAnimatorAnchor_Thing(anchor);

                    if (RJWAnimationSettings.debugMode)
                    {
                        Log.Message("Now playing animation: " + groupAnimationDef.defName + " Actor Shift: " + reorder);
                    }

                    participants[i].TryGetComp<CompExtendedAnimator>().PlayGroupAnimation(allAnimationsForPawn, position, rotation, animatorAnchor);
                }
            }
        }

        //startgroupanimation without anchor; just play where standing
        public static void StartGroupAnimation(List<Pawn> participants, GroupAnimationDef groupAnimationDef, int reorder)
        {
            int seed = GenTicks.TicksGame;

            for (int i = 0; i < participants.Count; i++)
            {
                List<AnimationDef> allAnimationsForPawn = groupAnimationDef.GetAllAnimationsForActor(i, seed, reorder);
                groupAnimationDef.GetOffset(i, participants[i], out Vector3? position, out int? rotation, reorder);
                participants[i].TryGetComp<CompExtendedAnimator>().PlayGroupAnimation(allAnimationsForPawn, position, rotation);
            }
        }

        public static void StopGroupAnimation(List<Pawn> participants)
        {
            foreach(Pawn pawn in participants)
            {
                pawn.TryGetComp<CompExtendedAnimator>()?.StopAnimating();
            }
        }

        public static void StopGroupAnimation(Pawn participant)
        {
            participant.TryGetComp<CompExtendedAnimator>()?.StopAnimating();
        }

        public static GroupAnimationDef FindGroupAnimation(List<Pawn> participants, out int reorder)
        {
            // go through each context in each GroupAnimationDef
            // if you find one where it returns canAnimationBeUsed (and reorders),
            // return that animation

            //find all, reorder randomly, then find max priority context
            DefDatabase<GroupAnimationDef>.AllDefsListForReading
                .FindAll((GroupAnimationDef x) => x.canAnimationBeUsed(participants))
                .OrderBy(_ => Rand.Int)
                .TryMaxBy((GroupAnimationDef x) => x.Priority(participants), out GroupAnimationDef result);

            reorder = result != null ? result.Reorder(participants) : 0;
            return result;

        }

        public static int GetAnimationLength(Pawn pawn)
        {
            return pawn.TryGetComp<CompExtendedAnimator>().AnimationLength;
        }

    }
}

repo_name: ImSoAsianMan/rimworld

license: unknown


code:
using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;

namespace Rimworld_Animations
{
    public class VoiceDef : Def
    {

        public List<ThingDef> races = new List<ThingDef>();
        public Gender gender = Gender.None;
        public List<TraitDef> traits = new List<TraitDef>();
        public bool takesPriority = false;
        public float randomChanceFactor = 1;

        public Dictionary<VoiceTagDef, SoundDef> sounds = new Dictionary<VoiceTagDef, SoundDef>();

        public bool VoiceFitsPawn(Pawn pawn)
        {

            //doesn't match any of the races
            if (!races.Exists(x => x == pawn.def)) return false;

            //doesn't match gender
            if (gender != Gender.None && pawn.gender != gender) return false;

            //if traits list is not empty, and pawn doesn't have any of the designated traits, doesn't match
            if (!traits.Empty() && !traits.Any(trait => pawn.story.traits.HasTrait(trait))) return false;

            return true;

        }

    }
}


code:
using RimWorld;
using rjw;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Rimworld_Animations
{
    [DefOf]
    public static class VoiceDefOf
    {
        static VoiceDefOf()
        {
            DefOfHelper.EnsureInitializedInCtor(typeof(VoiceDefOf));
        }

        public static VoiceDef Voice_HumanMale;
        public static VoiceDef Voice_HumanFemale;
    }
}


code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;

namespace Rimworld_Animations
{
    public class VoiceTagDef : Def
    {

        public float probability = 1;

    }
}


code:
<?xml version="1.0" encoding="utf-8"?>

<ModMetaData>
	<name>Rimworld Animations 2.0</name>
	<author>C0ffee</author>
  <url>https://gitgud.io/c0ffeeeeeeee/rimworld-animations</url>
	<supportedVersions>

1.5

	</supportedVersions>
	<packageId>c0ffee.rimworld.animations</packageId>
	<modDependencies>

			<packageId>brrainz.harmony</packageId>
			<displayName>Harmony</displayName>
			<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
			<downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl>

			<packageId>UnlimitedHugs.HugsLib</packageId>
			<displayName>HugsLib</displayName>
			<downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl>
			<steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl>

			<packageId>rim.job.world</packageId>
			<displayName>RimJobWorld</displayName>
			<downloadUrl>https://www.loverslab.com/topic/110270-mod-rimjobworld/</downloadUrl>

	</modDependencies>
	<loadAfter>

UnlimitedHugs.HugsLib

brrainz.harmony

erdelf.humanoidalienraces

nals.facialanimation

com.yayo.yayoAni

	</loadAfter>
	<loadBefore>
	</loadBefore>
	<incompatibleWith>
	</incompatibleWith>
	<description>
    Rimworld Animations 2.0! Hurray!

    Questions or bugs?
    Chat with me on the forums: https://www.loverslab.com/topic/140386-rjw-animations/
    Or on the rjw discord: https://discord.gg/CXwHhv8

  </description>
</ModMetaData>


code:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Manifest>
  <identifier>Rimworld-Animations</identifier>
  <version>2.0.0</version>
</Manifest>


code:
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

	<!-- Mod menu -->
	<RimAnim_ModSettings>RJW Animation Settings</RimAnim_ModSettings>
	<RimAnim_SoundOverride>启用声音覆盖</RimAnim_SoundOverride>
	<RimAnim_GenitalRotation>控制生殖器旋转</RimAnim_GenitalRotation>
	<RimAnim_OrgasmQuiver>启用高潮颤抖</RimAnim_OrgasmQuiver>
	<RimAnim_RapeShiver>启用强奸颤动</RimAnim_RapeShiver>
	<RimAnim_HeartsDuringLovin>性爱时启用心形</RimAnim_HeartsDuringLovin>
	<RimAnim_PlayNonsexual>播放非性行为的动画 (牵手、亲热)</RimAnim_PlayNonsexual>
	<RimAnim_AnimManagerTab>启用动画管理器选项卡</RimAnim_AnimManagerTab>
	<RimAnim_ShiverIntensity>颤抖/颤动强度 (默认为 2): </RimAnim_ShiverIntensity>
	<RimAnim_Voices>在动画期间播放语音</RimAnim_Voices>
	<RimAnim_HumanlikeVoicesDefault>如果没有找到外星种族的声音，则默认播放人类的声音</RimAnim_HumanlikeVoicesDefault>
	<RimAnim_DebugMode>调试模式</RimAnim_DebugMode>
	<RimAnim_FloatRangeRenderTree>调整渲染树偏移表单的浮动范围:</RimAnim_FloatRangeRenderTree>

	<!-- Main Tab Window -->
	<RimAnims_AnimManager>Animation Manager</RimAnims_AnimManager>
	<RimAnims_Warning>警告--一般情况下，你不想更改人类偏移值，只想更改外星种族偏移值或动物偏移值</RimAnims_Warning>
	<RimAnims_CopyToClipboard>将偏移值复制到剪贴板</RimAnims_CopyToClipboard>
	<RimAnims_ShareSettings>将偏移值粘贴到 OffsetDef 中，或在 Discord 中共享</RimAnims_ShareSettings>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

	<!-- Mod menu -->
	<RimAnim_ModSettings>RJW Animation Settings</RimAnim_ModSettings>
	<RimAnim_SoundOverride>啟用聲音覆蓋</RimAnim_SoundOverride>
	<RimAnim_GenitalRotation>控制生殖器旋轉</RimAnim_GenitalRotation>
	<RimAnim_OrgasmQuiver>啟用高潮顫抖</RimAnim_OrgasmQuiver>
	<RimAnim_RapeShiver>啟用強姦顫動</RimAnim_RapeShiver>
	<RimAnim_HeartsDuringLovin>性愛時啟用心形</RimAnim_HeartsDuringLovin>
	<RimAnim_PlayNonsexual>播放非性行為的動畫 (牽手、親熱)</RimAnim_PlayNonsexual>
	<RimAnim_AnimManagerTab>啟用動畫管理器選項卡</RimAnim_AnimManagerTab>
	<RimAnim_ShiverIntensity>顫抖/顫動強度 (預設為 2): </RimAnim_ShiverIntensity>
	<RimAnim_Voices>在動畫期間播放語音</RimAnim_Voices>
	<RimAnim_HumanlikeVoicesDefault>如果沒有找到外星種族的聲音，則默認播放人類的聲音</RimAnim_HumanlikeVoicesDefault>
	<RimAnim_DebugMode>除錯模式</RimAnim_DebugMode>
	<RimAnim_FloatRangeRenderTree>調整渲染樹偏移表單的浮動範圍:</RimAnim_FloatRangeRenderTree>

	<!-- Main Tab Window -->
	<RimAnims_AnimManager>Animation Manager</RimAnims_AnimManager>
	<RimAnims_Warning>警告--一般情況下，你不想更改人類偏移值，只想更改外星種族偏移值或動物偏移值</RimAnims_Warning>
	<RimAnims_CopyToClipboard>將偏移值複製到剪貼板</RimAnims_CopyToClipboard>
	<RimAnims_ShareSettings>將偏移值黏貼到 OffsetDef 中，或在 Discord 中共享</RimAnims_ShareSettings>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

	<!-- Mod menu -->
	<RimAnim_ModSettings>RJW Animation Settings</RimAnim_ModSettings>
	<RimAnim_SoundOverride>Enable Sound Override</RimAnim_SoundOverride>
	<RimAnim_GenitalRotation>Control Genital Rotation</RimAnim_GenitalRotation>
	<RimAnim_OrgasmQuiver>Enable Orgasm Quiver</RimAnim_OrgasmQuiver>
	<RimAnim_RapeShiver>Enable Rape Shiver</RimAnim_RapeShiver>
	<RimAnim_HeartsDuringLovin>Enable hearts during lovin'</RimAnim_HeartsDuringLovin>
	<RimAnim_PlayNonsexual>Play animation for nonsexual acts (handholding, makeout)</RimAnim_PlayNonsexual>
	<RimAnim_AnimManagerTab>Enable Animation Manager Tab</RimAnim_AnimManagerTab>
	<RimAnim_ShiverIntensity>Shiver/Quiver Intensity (default 2): </RimAnim_ShiverIntensity>
	<RimAnim_Voices>Play voices during animations</RimAnim_Voices>
	<RimAnim_HumanlikeVoicesDefault>Play human voices by default, when none found for alien race</RimAnim_HumanlikeVoicesDefault>
	<RimAnim_DebugMode>Debug Mode</RimAnim_DebugMode>
	<RimAnim_FloatRangeRenderTree>Float range for Debug Render Tree offset menu: </RimAnim_FloatRangeRenderTree>

	<!-- Main Tab Window -->
	<RimAnims_AnimManager>Animation Manager</RimAnims_AnimManager>
	<RimAnims_Warning>Warning--You generally don't want to change human offsets, only alien offsets or animals</RimAnims_Warning>
	<RimAnims_CopyToClipboard>Copy Offset to Clipboard</RimAnims_CopyToClipboard>
	<RimAnims_ShareSettings>Paste offset values in OffsetDef, or share in Discord</RimAnims_ShareSettings>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <OffsetManager.label>gerenciador de posições</OffsetManager.label>
  <OffsetManager.description>Controla as posições sexuais dos colonos.</OffsetManager.description>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <Dog_Doggystyle.label>estilo cachorrinho</Dog_Doggystyle.label>
  <Horse_Cowgirl.label>vaqueira</Horse_Cowgirl.label>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <Tribadism.label>tribadismo</Tribadism.label>
  <Cunnilingus.label>cunilíngua</Cunnilingus.label>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <Double_Penetration.label>dupla penetração</Double_Penetration.label>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <Doggystyle.label>estilo cachorrinho</Doggystyle.label>
  <Blowjob.label>boquete</Blowjob.label>
  <ReverseStandAndCarry.label>69</ReverseStandAndCarry.label>
  <Cowgirl.label>vaqueira</Cowgirl.label>

</LanguageData>


code:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<loadFolders>
	<v1.1>

/

1.1

	</v1.1>
	<v1.2>

/

1.2

Patch_HatsDisplaySelection/1.2

	</v1.2>
	<v1.3>

/

1.3

Patch_HatsDisplaySelection/1.2

Patch_SexToysMasturbation

Patch_SexToysMasturbation/1.3

	</v1.3>
	<v1.4>

/

1.4

Patch_HumanoidAlienRaces/1.4

Patch_HatsDisplaySelection/1.2

Patch_SexToysMasturbation

Patch_SexToysMasturbation/1.4

	</v1.4>
	<v1.5>

/

1.5

Patch_HumanoidAlienRaces/1.5

Patch_SexToysMasturbation/1.5

Patch_FacialAnimation/1.5

Patch_NoRimNudeWorld/1.5

Patch_NoRimNudeWorldZoo/1.5

	</v1.5>

</loadFolders>


code:
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <PropertyGroup>
    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
    <ProjectGuid>{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}</ProjectGuid>
    <OutputType>Library</OutputType>
    <AppDesignerFolder>Properties</AppDesignerFolder>
    <RootNamespace>Milkable_Colonists_Animations</RootNamespace>
    <AssemblyName>Milkable-Colonists-Animations</AssemblyName>
    <TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
    <FileAlignment>512</FileAlignment>
    <Deterministic>true</Deterministic>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
    <DebugSymbols>true</DebugSymbols>
    <DebugType>full</DebugType>
    <Optimize>false</Optimize>
    <OutputPath>bin\Debug\</OutputPath>
    <DefineConstants>DEBUG;TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
    <DebugType>pdbonly</DebugType>
    <Optimize>true</Optimize>
    <OutputPath>bin\Release\</OutputPath>
    <DefineConstants>TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="0Harmony">
      <HintPath>..\..\..\..\..\workshop\content\294100\839005762\1.5\Assemblies\0Harmony.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="Assembly-CSharp">
      <HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="RJW">
      <HintPath>..\..\rjw\1.4\Assemblies\RJW.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="System" />
    <Reference Include="System.Core" />
    <Reference Include="System.Xml.Linq" />
    <Reference Include="System.Data.DataSetExtensions" />
    <Reference Include="Microsoft.CSharp" />
    <Reference Include="System.Data" />
    <Reference Include="System.Net.Http" />
    <Reference Include="System.Xml" />
    <Reference Include="UnityEngine">
      <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath>
      <Private>False</Private>
    </Reference>
  </ItemGroup>
  <ItemGroup>
    <Compile Include="Properties\AssemblyInfo.cs" />
    <Compile Include="Source\Patches\Harmony_PatchAll.cs" />
  </ItemGroup>
  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>


code:
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Milkable-Colonists-Animations")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Milkable-Colonists-Animations")]
[assembly: AssemblyCopyright("Copyright ©  2024")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

// Setting ComVisible to false makes the types in this assembly not visible
// to COM components.  If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]

// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("11dc70af-ff23-4d4d-a4e5-6453664b1a12")]

// Version information for an assembly consists of the following four values:
//
//      Major Version
//      Minor Version
//      Build Number
//      Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]


code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using HarmonyLib;
using System.Reflection;

namespace MC_Animations {

    [StaticConstructorOnStartup]
    public static class Harmony_PatchAll {

        static Harmony_PatchAll() {

            Harmony val = new Harmony("mcanim");
            val.PatchAll(Assembly.GetExecutingAssembly());

        }
    }
}


code:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

</Patch>


code:
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
using AlienRace;

namespace Rimworld_Animations {

	[StaticConstructorOnStartup]
	public static class HarmonyPatch_AlienRace
	{
		static HarmonyPatch_AlienRace()
		{
			(new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("AlienRace.HarmonyPatches"), "DrawAddons"),
							prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_AnimateHeadAddons")));
		}

		/* todo: replace jank prefix with this
		public static void Prefix_DrawAddonsFinalHook(ref Pawn pawn, ref AlienPartGenerator.BodyAddon addon, ref Rot4 rot, ref Graphic graphic, ref Vector3 offsetVector, ref float angle, ref Material mat)
        {
			CompBodyAnimator animator = pawn.TryGetComp<CompBodyAnimator>();

			if (animator == null || !animator.isAnimating)
            {
				return;
            }

			if(addon.alignWithHead || addon.drawnInBed)
            {
				rot = animator.headFacing;
				angle = animator.headAngle;
				offsetVector += animator.deltaPos + animator.bodyAngle * animator.headBob;

			}
			else
            {
				rot = animator.bodyFacing;
				angle = animator.bodyAngle;
				offsetVector += animator.deltaPos;
            }

        }
		*/
		public static bool Prefix_AnimateHeadAddons(PawnRenderFlags renderFlags, Vector3 vector, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation)
		{

			if (renderFlags.FlagSet(PawnRenderFlags.Portrait) || !CompBodyAnimator.IsAnimating(pawn)) return true;
			if (!(pawn.def is ThingDef_AlienRace alienProps) || renderFlags.FlagSet(PawnRenderFlags.Invisible)) return false;

			List<AlienPartGenerator.BodyAddon> addons = alienProps.alienRace.generalSettings.alienPartGenerator.bodyAddons;
			AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>();
			CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();

			bool flag = renderFlags.FlagSet(PawnRenderFlags.Portrait);
			bool flag2 = renderFlags.FlagSet(PawnRenderFlags.Invisible);

			for (int i = 0; i < addons.Count; i++)
			{
				AlienPartGenerator.BodyAddon ba = addons[index: i];

				if (!ba.CanDrawAddon(pawn: pawn)) continue;

				bool forceDrawForBody = false;
				if (alienProps.defName.Contains("Orassan") && ba.path.ToLower().Contains("tail"))
                {
					forceDrawForBody = true;
                }
				AlienPartGenerator.RotationOffset offset = ba.defaultOffsets.GetOffset((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing);
				Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero;
				AlienPartGenerator.RotationOffset offset2 = ba.offsets.GetOffset((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing);
				Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero);
				vector2.y = (ba.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y));
				float num = ba.angle;
				if (((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing) == Rot4.North)
				{
					if (ba.layerInvert)
					{
						vector2.y = 0f - vector2.y;
					}
					num = 0f;
				}
				if (((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing) == Rot4.East)
				{
					num = 0f - num;
					vector2.x = 0f - vector2.x;
				}
				Graphic addonGraphic = comp.addonGraphics[i];

				addonGraphic.drawSize = ((flag && ba.drawSizePortrait != Vector2.zero) ? ba.drawSizePortrait : ba.drawSize) * (ba.scaleWithPawnDrawsize ? (ba.alignWithHead ? ((flag ? comp.customPortraitHeadDrawSize : comp.customHeadDrawSize) * (ModsConfig.BiotechActive ? (pawn.ageTracker.CurLifeStage.headSizeFactor ?? 1.5f) : 1.5f)) : ((flag ? comp.customPortraitDrawSize : comp.customDrawSize) * (ModsConfig.BiotechActive ? pawn.ageTracker.CurLifeStage.bodySizeFactor : 1f) * 1.5f)) : (Vector2.one * 1.5f));

				if ((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead)
				{

					Quaternion addonRotation = Quaternion.AngleAxis(pawnAnimator.headAngle < 0 ? 360 - (360 % pawnAnimator.headAngle) : pawnAnimator.headAngle, Vector3.up);

					GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: pawnAnimator.headFacing), loc: vector + (ba.alignWithHead ? headOffset : headOffset - addonRotation * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing)) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f),
					quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: pawnAnimator.headFacing), renderFlags.FlagSet(PawnRenderFlags.DrawNow));

				}

				else
				{
					Quaternion addonRotation;
					if (AnimationSettings.controlGenitalRotation && ba.path.ToLower().Contains("penis"))
                    {
						addonRotation = Quaternion.AngleAxis(pawnAnimator.genitalAngle, Vector3.up);
					}
					else
                    {
						addonRotation = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up);
					}

					if (AnimationSettings.controlGenitalRotation && pawnAnimator.controlGenitalAngle && ba?.hediffGraphics != null && ba.hediffGraphics.Count != 0 && ba.hediffGraphics[0]?.path != null && (ba.hediffGraphics[0].path.Contains("Penis") || ba.hediffGraphics[0].path.Contains("penis")))
					{
						GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f),
						quat: Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle, axis: Vector3.up), mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow));
					}

					else
                    {
						GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f),
						quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow));
					}

				}

			}

			return false;
		}
	}

	/*

    [HarmonyPatch(typeof(AlienRace.HarmonyPatches), "DrawAddons")]
    public static class HarmonyPatch_AlienRace {

		public static void RenderHeadAddonInAnimation(Mesh mesh, Vector3 loc, Quaternion quat, Material mat, bool drawNow, Graphic graphic, AlienPartGenerator.BodyAddon bodyAddon, Vector3 v, Vector3 headOffset, Pawn pawn, PawnRenderFlags renderFlags, Vector3 vector, Rot4 rotation)
        {

			CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
			AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>();

			if (pawnAnimator != null && pawnAnimator.isAnimating)
            {

				if((bodyAddon.drawnInBed || bodyAddon.alignWithHead))
                {

					AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation);
					Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero;
					AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation);
					Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero);
					vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y));
					float num = bodyAddon.angle;
					if (rotation == Rot4.North)
					{
						if (bodyAddon.layerInvert)
						{
							vector2.y = -vector2.y;
						}
						num = 0f;
					}
					if (rotation == Rot4.East)
					{
						num = -num;
						vector2.x = -vector2.x;
					}

					vector = vector + Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.bodyFacing) - pawnAnimator.getPawnHeadOffset(); //convert vector into pseudo body pos for head
					quat = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
					loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f);
					mat = graphic.MatAt(rot: pawnAnimator.headFacing);
				}
				else
                {

					AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation);
					Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero;
					AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation);
					Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero);
					vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y));
					float num = bodyAddon.angle;
					if (rotation == Rot4.North)
					{
						if (bodyAddon.layerInvert)
						{
							vector2.y = -vector2.y;
						}
						num = 0f;
					}
					if (rotation == Rot4.East)
					{
						num = -num;
						vector2.x = -vector2.x;
					}
					quat = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up);
					loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f);

				}

			}
			GenDraw.DrawMeshNowOrLater(mesh, loc, quat, mat, drawNow);

			/*
			if (pawnAnimator != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && pawnAnimator.isAnimating && (bodyAddon.drawnInBed || bodyAddon.alignWithHead))
            {

				if ((pawn.def as ThingDef_AlienRace).defName == "Alien_Orassan")
                {
					orassan = true;

					if(bodyAddon.path.Contains("closed"))
                    {
						return;
                    }

					if (bodyAddon.bodyPart.Contains("ear"))

					{
						orassan = true;

						orassanv = new Vector3(0, 0, 0.23f);
						if (pawnAnimator.headFacing == Rot4.North)
						{
							orassanv.z -= 0.1f;
							orassanv.y += 1f;

							if(bodyAddon.bodyPart.Contains("left"))
                            {
								orassanv.x += 0.03f;
                            } else
                            {
								orassanv.x -= 0.03f;
							}

						}
						else if (pawnAnimator.headFacing == Rot4.East)
						{
							orassanv.x -= 0.1f;
						}
						else if (pawnAnimator.headFacing == Rot4.West)
						{
							orassanv.x = 0.1f;
						}
						else
                        {
							orassanv.z -= 0.1f;
							orassanv.y += 1f;

							if (bodyAddon.bodyPart.Contains("right"))
							{
								orassanv.x += 0.05f;
							}
							else
							{
								orassanv.x -= 0.05f;
							}
						}
						orassanv = orassanv.RotatedBy(pawnAnimator.headAngle);
					}
				}

			GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: loc + orassanv + (bodyAddon.alignWithHead ? headOffset : Vector3.zero),// + v.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f),
					quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: graphic.MatAt(rot: pawnAnimator.headFacing), drawNow: drawNow);;
			}

			else
            {

			}

		}

		public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
        {
			List<CodeInstruction> ins = instructions.ToList();
			for (int i = 0; i < ins.Count; i++)
            {

				Type[] type = new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool) };

				if (ins[i].OperandIs(AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater", type)))
                {

					yield return new CodeInstruction(OpCodes.Ldloc, (object)7); //graphic
					yield return new CodeInstruction(OpCodes.Ldloc, (object)4); //bodyAddon
					yield return new CodeInstruction(OpCodes.Ldloc, (object)5); //offsetVector/AddonOffset (v)
					yield return new CodeInstruction(OpCodes.Ldarg, (object)2); //headOffset
					yield return new CodeInstruction(OpCodes.Ldarg, (object)3); //pawn
					yield return new CodeInstruction(OpCodes.Ldarg, (object)0); //renderflags
					yield return new CodeInstruction(OpCodes.Ldarg, (object)1); //vector
					yield return new CodeInstruction(OpCodes.Ldarg, (object)5); //rotation

					yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(HarmonyPatch_AlienRace), "RenderHeadAddonInAnimation"));

                }

				else
                {
					yield return ins[i];
				}
            }
        }

		public static bool Prefix(PawnRenderFlags renderFlags, ref Vector3 vector, ref Vector3 headOffset, Pawn pawn, ref Quaternion quat, ref Rot4 rotation)
		{
			if(pawn == null)
            {
				return true;
			}

			CompBodyAnimator anim = pawn.TryGetComp<CompBodyAnimator>();

			if(anim == null)
            {
				return true;
            }

			if (anim != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && anim.isAnimating)
			{
				//quat = Quaternion.AngleAxis(anim.bodyAngle, Vector3.up);
			}

			return true;

		}
	}

	*/

}


code:
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <PropertyGroup>
    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
    <ProjectGuid>{C76F3790-9AC0-4827-ACD5-84174238954F}</ProjectGuid>
    <OutputType>Library</OutputType>
    <AppDesignerFolder>Properties</AppDesignerFolder>
    <RootNamespace>Patch_HumanoidAlienRaces</RootNamespace>
    <AssemblyName>Patch_HumanoidAlienRaces</AssemblyName>
    <TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
    <FileAlignment>512</FileAlignment>
    <Deterministic>true</Deterministic>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
    <DebugSymbols>false</DebugSymbols>
    <DebugType>none</DebugType>
    <Optimize>false</Optimize>
    <OutputPath>1.5\Assemblies\</OutputPath>
    <DefineConstants>DEBUG;TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
    <GenerateSerializationAssemblies>Off</GenerateSerializationAssemblies>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
    <DebugType>pdbonly</DebugType>
    <Optimize>true</Optimize>
    <OutputPath>bin\Release\</OutputPath>
    <DefineConstants>TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="0Harmony">
      <HintPath>..\..\..\..\..\workshop\content\294100\839005762\1.4\Assemblies\0Harmony.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="AlienRace">
      <HintPath>..\..\..\..\..\workshop\content\294100\839005762\1.5\Assemblies\AlienRace.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="Assembly-CSharp">
      <HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="Rimworld-Animations">
      <HintPath>..\1.4\Assemblies\Rimworld-Animations.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="RJW">
      <HintPath>..\..\rjw\1.4\Assemblies\RJW.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="System" />
    <Reference Include="System.Core" />
    <Reference Include="System.Xml.Linq" />
    <Reference Include="System.Data.DataSetExtensions" />
    <Reference Include="Microsoft.CSharp" />
    <Reference Include="System.Data" />
    <Reference Include="System.Net.Http" />
    <Reference Include="System.Xml" />
    <Reference Include="UnityEngine">
      <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="UnityEngine.CoreModule">
      <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
      <Private>False</Private>
    </Reference>
  </ItemGroup>
  <ItemGroup>
    <Compile Include="1.5\Source\Patches\Harmony_PatchAll.cs" />
    <Compile Include="Properties\AssemblyInfo.cs" />
  </ItemGroup>
  <ItemGroup>
    <Content Include="1.5\Assemblies\Patch_HumanoidAlienRaces.dll" />
  </ItemGroup>
  <ItemGroup />
  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>


code:
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Patch_HumanoidAlienRaces")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Patch_HumanoidAlienRaces")]
[assembly: AssemblyCopyright("Copyright ©  2022")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

// Setting ComVisible to false makes the types in this assembly not visible
// to COM components.  If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]

// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("c76f3790-9ac0-4827-acd5-84174238954f")]

// Version information for an assembly consists of the following four values:
//
//      Major Version
//      Minor Version
//      Build Number
//      Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]


code:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<!-- placeholder for when RimNude isn't installed -->
	<PawnRenderNodeTagDef>
		<defName>RimNude_Penis</defName>
	</PawnRenderNodeTagDef>
</Defs>


code:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<!-- placeholder for when RimNude isn't installed -->
	<PawnRenderNodeTagDef>
		<defName>AnimalPenis</defName>
	</PawnRenderNodeTagDef>
</Defs>


code:
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Rimworld-Animations")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Rimworld-Animations")]
[assembly: AssemblyCopyright("Copyright ©  2020")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

// Setting ComVisible to false makes the types in this assembly not visible
// to COM components.  If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]

// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("71b05d71-67b2-4014-82cd-18c20ac0882f")]

// Version information for an assembly consists of the following four values:
//
//      Major Version
//      Minor Version
//      Build Number
//      Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]


code:
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <PropertyGroup>
    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
    <ProjectGuid>{71B05D71-67B2-4014-82CD-18C20AC0882F}</ProjectGuid>
    <OutputType>Library</OutputType>
    <AppDesignerFolder>Properties</AppDesignerFolder>
    <RootNamespace>Rimworld_Animations</RootNamespace>
    <AssemblyName>Rimworld-Animations</AssemblyName>
    <TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
    <FileAlignment>512</FileAlignment>
    <Deterministic>true</Deterministic>
    <TargetFrameworkProfile />
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
    <DebugSymbols>false</DebugSymbols>
    <DebugType>none</DebugType>
    <Optimize>false</Optimize>
    <OutputPath>1.5\Assemblies\</OutputPath>
    <DefineConstants>DEBUG;TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
    <DebugType>none</DebugType>
    <Optimize>true</Optimize>
    <OutputPath>bin\Release\</OutputPath>
    <DefineConstants>TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="0Harmony">
      <HintPath>..\..\..\..\workshop\content\294100\839005762\1.4\Assemblies\0Harmony.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="AlienRace">
      <HintPath>..\..\..\..\workshop\content\294100\839005762\1.4\Assemblies\AlienRace.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="Assembly-CSharp">
      <HintPath>..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="RJW">
      <HintPath>..\rjw\1.5\Assemblies\RJW.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="RJW-ToysAndMasturbation">
      <HintPath>..\rjw-toys-and-masturbation\Assemblies\RJW-ToysAndMasturbation.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="System" />
    <Reference Include="System.Core" />
    <Reference Include="System.Xml.Linq" />
    <Reference Include="System.Data.DataSetExtensions" />
    <Reference Include="Microsoft.CSharp" />
    <Reference Include="System.Data" />
    <Reference Include="System.Net.Http" />
    <Reference Include="System.Xml" />
    <Reference Include="UnityEngine">
      <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="UnityEngine.CoreModule">
      <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
      <Private>False</Private>
    </Reference>
    <Reference Include="UnityEngine.IMGUIModule">
      <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.IMGUIModule.dll</HintPath>
      <Private>False</Private>
    </Reference>
  </ItemGroup>
  <ItemGroup>
    <Compile Include="1.5\Source\Actors\Actor.cs" />
    <Compile Include="1.5\Source\Actors\AlienRaceOffset.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\AnimationOffsetDef.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\AnimationOffset_AgeRange.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\AnimationOffset_BodyType.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\AnimationOffset_BodyTypeGendered.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\AnimationOffset_Single.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\BaseAnimationOffset.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\BodyTypeOffset.cs" />
    <Compile Include="1.5\Source\Animations\AnimationProps\AnimationPropDef.cs" />
    <Compile Include="1.5\Source\Animations\AnimationWorkers\AnimationWorker_KeyframesExtended.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\BasePawnTest.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Never.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Humanlike.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_PrisonerOfColony.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_SlaveOfColony.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Always.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_JobDef.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Multi.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Race.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_RJWCanBeFucked.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_RJWCanFuck.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Trait.cs" />
    <Compile Include="1.5\Source\Comps\CompExtendedAnimator.cs" />
    <Compile Include="1.5\Source\Comps\CompProperties_ExtendedAnimator.cs" />
    <Compile Include="1.5\Source\Comps\CompProperties_ThingAnimator.cs" />
    <Compile Include="1.5\Source\Comps\CompThingAnimator.cs" />
    <Compile Include="1.5\Source\Comps\ExtendedAnimatorAnchor\BaseExtendedAnimatorAnchor.cs" />
    <Compile Include="1.5\Source\Comps\ExtendedAnimatorAnchor\ExtendedAnimatorAnchor_Thing.cs" />
    <Compile Include="1.5\Source\Comps\ExtendedAnimatorAnchor\ExtendedAnimatorAnchor_Vector3.cs" />
    <Compile Include="1.5\Source\Defs\AnimationDefOf.cs" />
    <Compile Include="1.5\Source\Animations\GroupAnimations\GroupAnimationContexts\BaseGroupAnimationContext.cs" />
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    <Content Include="About\Manifest.xml" />
    <Content Include="Languages\English\Keyed\RJWAnimations-LanguageData.xml" />
    <Content Include="Languages\PortugueseBrazilian\DefInjected\MainButtonDef\MainButtonDef.xml" />
    <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Beast.xml" />
    <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Lesbian.xml" />
    <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Multi.xml" />
    <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_vanilla.xml" />
    <Content Include="LoadFolders.xml" />
    <Content Include="Patch_FacialAnimation\1.5\Patches\AnimationPatch_HideHeadWhenAnimating.xml" />
    <Content Include="Patch_NoRimNudeWorldZoo\1.5\Defs\PawnRenderNodeTagDef_AnimalPenisPlaceholder.xml" />
    <Content Include="Patch_NoRimNudeWorld\1.5\Defs\PawnRenderNodeTagDef_RimnudePenisPlaceholder.xml" />
  </ItemGroup>
  <ItemGroup>
    <Folder Include="1.5\Source\Extensions\" />
    <Folder Include="1.5\Source\Patches\OtherModPatches\" />
    <Folder Include="1.5\Source\Settings\" />
  </ItemGroup>
  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>


code:
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.29905.134
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Rimworld-Animations", "Rimworld-Animations.csproj", "{71B05D71-67B2-4014-82CD-18C20AC0882F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Milkable-Colonists-Animations", "Milkable-Colonists-Animations\Milkable-Colonists-Animations.csproj", "{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}"
EndProject
Global
	GlobalSection(SolutionConfigurationPlatforms) = preSolution
		Debug|Any CPU = Debug|Any CPU
		Release|Any CPU = Release|Any CPU
	EndGlobalSection
	GlobalSection(ProjectConfigurationPlatforms) = postSolution
		{71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
		{71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.Build.0 = Debug|Any CPU
		{71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.ActiveCfg = Release|Any CPU
		{71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.Build.0 = Release|Any CPU
		{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
		{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}.Debug|Any CPU.Build.0 = Debug|Any CPU
		{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}.Release|Any CPU.ActiveCfg = Release|Any CPU
		{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}.Release|Any CPU.Build.0 = Release|Any CPU
	EndGlobalSection
	GlobalSection(SolutionProperties) = preSolution
		HideSolutionNode = FALSE
	EndGlobalSection
	GlobalSection(ExtensibilityGlobals) = postSolution
		SolutionGuid = {7E01292A-D76F-4CA3-AA64-085B84ECD905}
	EndGlobalSection
EndGlobal


code:
# pyUSBKIllSwitch

Provides the ability to bind the event of removing or adding a specific USB to a system
to a specified action defined in a script. This is most often used in situation where
people require some sort of killswitch ability.

The program will present a screen much like:

```
Select a device for monitoring
------------------------------
0: 0x413e:0x8141 Computer Corp. Wireless Bluetooth Mini-card
1: 0x41ef:0x8133 Computer Corp. Integrated Touchpad / Trackstick
2: 0x4123:0x8132 Computer Corp. Integrated Keyboard

Selection >

```

Select the device you want watch. The program will then go into an infite
loop that will determine when the usb is removed (don't select an on board
usb hub since you won't be able to remove those easily). The payload
is located in `util/payload.py`.

Put the executable statements you wish to run in the event of killswitch
removal inside the `payload` function.

# bundleme.sh

`bundleme.sh` is a bash script that you can run to bundle the entire project int o a zip file that allows you to run it as a self contained application. Simply, from the shell, issue the following command: `bash bundleme.sh`. It will create a file called `usbkillswitch.zip` that can be executed.

 To execute the self-contained python project run it as so: `./usbkillswitch.zip`
 The purpose of providing this style of execution is to allow you to edit the `payload.py` file prior to deployment. And if you should choose to delete the killswitch function in the course of running your payload, everything is sitting in one convenient place. _That is of course if you delete the rest of the files after generating the zip file_

# Contact

Contact me on `irc.rizon.net` under the nick temet for questions, comments.

repo_name: temet/pyUSBKillSwitch


code:
"""
    File:__main__.py
    Description:
        Executes as the first executed script as part of a zip
        package.
"""
import util.usbutil
import time
import util.payload

#Global for access to main and watch
alldevices = []

def main():
    """
        entry point for the entire application as a distributable zip
    """
    welcomeline = "Killswitch configuration"
    print "---------------------------------"
    print "|        KillSwitch Config      |"
    print "---------------------------------"

    #Print conntected devices
    print util.usbutil.getlsusb()
    print "\t\n\t\n"

    # enumerate both the hex string and the text
    # descriptions
    thehex, thedesc = util.usbutil.enumerate(), util.usbutil.getlsusb()
    completeDesc = []

    #Let the user know we want them to choose on of these guys
    print "Select a device for monitoring"
    print "-"*30
    #iterate through both adding them to the list
    i = 0
    for entry in thehex:
        #present the user with the list:
        print str(i) + ": " + entry + " " + thedesc[i]
        completeDesc.append(entry + thedesc[i])
        i = i + 1

    #pass the hex string of the device to watch, it is
    #much more reliable to watch the vendor/product id than
    #the ascii representation which could have multiple entries
    selection = raw_input("Selection > ")
    boundDeviceStr = thehex[int(selection)]
    watch(boundDeviceStr)

def watch(DevNum):
    current = util.usbutil.enumerate()
    while True:
        print "Watching index " + str(DevNum)
        print current

        #refresh the device list
        current = util.usbutil.enumerate()
        if DevNum in current:
            print "Device still connected..."
        else:
            print "ERROR NOT CONNECTED!!!"
            #run the payload
            util.payload.payload()
        #How often do we poll for changes? Five seconds should be enough.
        #Unless your dealing with some 'The Flash'-tier fucko squad.
        time.sleep(5)
if __name__ == "__main__":
    main()


code:
## This script bundles the directory into a
#  self executing zip file

touch usbkillswitch.zip
echo '#!/usr/bin/env python' >> usbkillswitch.zip

#The bang line is required for python to recognize that the
#zip file is executable

zip -r temp.zip *
cat temp.zip >> usbkillswitch.zip

#remove the files we don'tneed
rm temp.zip
#set permissions
chmod a+x usbkillswitch.zip

echo "Done...."


cell_type: code

text/plain: ['Dell Computer Corp. Wireless 370 Bluetooth Mini-card\n',

text/plain: 'Dell Computer Corp. Integrated Touchpad / Trackstick\n',

text/plain: 'Dell Computer Corp. Integrated Keyboard\n',

text/plain: 'Broadcom Corp. BCM2046B1 USB 2.0 Hub (part of BCM2046 Bluetooth)\n',

text/plain: 'Logitech, Inc. Logitech Keyboard + Mice\n',

text/plain: 'Atheros Communications, Inc. AR9271 802.11n\n',

text/plain: 'ASIX Electronics Corp. AX88179 Gigabit Ethernet\n',

text/plain: 'Intel Corp. Integrated Rate Matching Hub\n',

source: a,b = usbutil.getlsusb(), usbutil.enumerate()

text/plain: ['Dell Computer Corp. Wireless 370 Bluetooth Mini-card\n',

text/plain: 'Dell Computer Corp. Integrated Touchpad / Trackstick\n',

text/plain: 'Dell Computer Corp. Integrated Keyboard\n',

text/plain: 'Broadcom Corp. BCM2046B1 USB 2.0 Hub (part of BCM2046 Bluetooth)\n',

text/plain: 'Logitech, Inc. Logitech Keyboard + Mice\n',

text/plain: 'Atheros Communications, Inc. AR9271 802.11n\n',

text/plain: 'ASIX Electronics Corp. AX88179 Gigabit Ethernet\n',

text/plain: 'Intel Corp. Integrated Rate Matching Hub\n',

stdout

text: 17 16

display_name: Python 2

python

file_extension: .py

mimetype: text/x-python

nbconvert_exporter: python


code:
"""
    File: payload.py
    Description:
        Important file we have here. The payload is contained within this file. The function payload
        will run when the selected device is removed and the monitoring loop notices it.
"""
import subprocess
import string
import os

def payload():
    """
        Define your payload here. Of course it'll have to be python based but you can use your
        imagination. Looking to run a command? Look at the subcommand module for running commands
        of the sort you're looking for.
    """
    print "THIS IS THE PAYLOAD"

def payloadCommand(cmdStr):

    #run the specified command
    os.system(cmdStr)


code:
"""
    FIle: usb.py
    Description: Defines basic operations relating to the listing of currently connected devices.
"""
import usb as us
import subprocess as sp
from string import split

def enumerate():
    devices = us.core.find(find_all=True)
    devlist = []
    for cfg in devices:
        devlist.append(str(hex(cfg.idVendor)) + ":" + str(hex(cfg.idProduct)))
    return devlist

def getlsusb():
    """
        Returns a string indicating the usb devices connected to the current device.
        :return: String
    """
    output = sp.check_output(['lsusb'])
    output = split(output, sep='\n')
    cooked = []
    for line in output:
        #grab the text banner describing the usb device
        desc = split(line, sep=" ", maxsplit=6)
        #                        /--- Represents the last element which is the
        #                       /     the text portion
        cooked.append(desc[-1])

    return cooked


code:
# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
*$py.class

# C extensions
*.so

# Distribution / packaging
.Python
env/
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
*.egg-info/
.installed.cfg
*.egg
# PyInstaller
#  Usually these files are written by a python script from a template
#  before PyInstaller builds the exe, so as to inject date/other infos into it.
*.manifest
*.spec

# Installer logs
pip-log.txt
pip-delete-this-directory.txt

# Unit test / coverage reports
htmlcov/
.tox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*,cover
.hypothesis/

# Translations
*.mo
*.pot

# Django stuff:
*.log
local_settings.py

# Flask stuff:
instance/
.webassets-cache

# Scrapy stuff:
.scrapy

# Sphinx documentation
docs/_build/

# PyBuilder
target/

# IPython Notebook
.ipynb_checkpoints

# pyenv
.python-version

# celery beat schedule file
celerybeat-schedule

# dotenv
.env

# virtualenv
venv/
ENV/

# Spyder project settings
.spyderproject

# Rope project settings
.ropeproject

repo_name: EstaUnCachucha/fc

path: .gitignore


code:
PYTHON?= python
ifeq (${MAKE_HOST}, x86_64-unknown-cygwin)
	TWEEGOBIN?= tweego.exe
else
	TWEEGOBIN?= tweego
endif

SRCDIR?= src
STARTFILE?= $(SRCDIR)/config/start.tw
FCTARG?= bin/FC.html
GENINCLUDES?=  ./devTools/scripts/includes.py
all: $(FCTARG)

$(STARTFILE):	$(SRCDIR)/config/start.tw.proto $(GENINCLUDES) \
		$(shell find ${SRCDIR} -type d -print)
	$(PYTHON) $(GENINCLUDES) $< $@ $(SRCDIR)

$(FCTARG): $(STARTFILE) $(shell find ${SRCDIR} -type f -name \*.tw -print)
	./devTools/tweeGo/$(TWEEGOBIN) -o $(FCTARG) $(STARTFILE)

clean:
	-$(RM) $(STARTFILE) $(FCTARG)

path: Makefile


code:
# Ignore everything in this directory
*
# Except this file
!.gitignore


code:
@echo off
:: Free Cities Basic Compiler - Windows x86_64

:: Uses embedded Python 3.5.3 x86_64
:: Will add all *.tw files to StoryIncludes.
"%~dp0devTools\python-3.5.3\python.exe" "%~dp0devTools\scripts\includes.py" "src\config\start.tw.proto" "src\config\start.tw" "src" "%*"

CALL "%~dp0devTools\tweeGo\tweego.exe" -o "%~dp0bin/FC.html" "%~dp0src\config\start.tw"
ECHO Done


code:
@echo off
:: Free Cities Basic Compiler - Windows x86_64
:: Will wait for keypress before terminating.

:: Uses embedded Python 3.5.3 x86_64
:: Will add all *.tw files to StoryIncludes.
"%~dp0devTools\python-3.5.3\python.exe" "%~dp0devTools\scripts\includes.py" "src\config\start.tw.proto" "src\config\start.tw" "src" "%*"

CALL "%~dp0devTools\tweeGo\tweego.exe" -o "%~dp0bin/FC.html" "%~dp0src\config\start.tw"
ECHO Done
PAUSE


code:
#!python

import sys
import os.path

FN = sys.argv[1]
OUT = sys.argv[2]
DIR = sys.argv[3]

def main():
    if not os.path.exists(FN):
        print >>sys.stderr, FN, 'not found'
        sys.exit(1)

    with open(FN, 'r') as fin:
        lines = fin.readlines()
        fin.close()
    fout = open(OUT, 'w')
    fout.write("".join(lines))

    # os.sep can be changed to \\ or / as appropriate
    # can also os.path.abspath() which will canonicalize

    pnames = []
    for path, subdirs, files in os.walk(DIR):
        for filename in files:
            if filename.endswith('.tw'):
                pathname = os.path.join(path, filename)
                if pathname != OUT:
                    pnames.append(pathname + '\n')

    fout.write("".join(sorted(pnames)))
    fout.close()

    return 0

if __name__ == '__main__':
    sys.exit(main())


code:
########################################################################################################################
#
# sugarcube-2.py
#
# Copyright (c) 2013-2016 Thomas Michael Edwards <tmedwards@motoslave.net>. All rights reserved.
# Use of this source code is governed by a Simplified BSD License which can be found in the LICENSE file.
#
########################################################################################################################

import os, os.path, header
from collections import OrderedDict

class Header (header.Header):

	def filesToEmbed(self):
		userLibPath = self.path + os.sep + 'userlib.js'
		if os.path.isfile(userLibPath):
			return OrderedDict([
				('"USER_LIB"', userLibPath)
			])
		else:
			return OrderedDict()

	def storySettings(self):
		return "SugarCube 2.x does not support the StorySettings special passage.\n\nInstead, you should use its configuration object, config.\n    See: http://www.motoslave.net/sugarcube/2/docs/config-object.html"

	def isEndTag(self, name, tag):
		return (name == ('/' + tag) or name == ('end' + tag))

	def nestedMacros(self):
		return [
				# standard macros
				'append',
				'button',
				'createplaylist',
				'for',
				'if',
				'link',
				'linkappend',
				'linkprepend',
				'linkreplace',
				'nobr',
				'prepend',
				'repeat',
				'replace',
				'script',
				'switch',
				'silently',
				'timed',
				'widget',
				# deprecated macros
				'click'
			]

	def passageTitleColor(self, passage):
		additionalSpecialPassages = [
				'PassageDone',
				'PassageFooter',
				'PassageHeader',
				'PassageReady',
				'StoryBanner',
				'StoryCaption',
				'StoryShare'
			]
		if passage.isStylesheet():
			return ((111, 49, 83), (234, 123, 184))
		elif passage.isScript():
			return ((89, 66, 28), (226, 170, 80))
		elif ('widget' in passage.tags):
			return ((80, 106, 26), (134, 178, 44))
		elif passage.isInfoPassage() or (passage.title in additionalSpecialPassages):
			return ((28, 89, 74), (41, 214, 113))
		elif passage.title == 'Start':
			return ('#4ca333', '#4bdb24')

	def passageChecks(self):
		return super(Header, self).passageChecks()


code:
How to mod (basic doc):

1. All sources now in the src subdir, in separate files. 1 passage = 1 file.

2. Special files and dir's:
    - src/config 		- configuration of the story is here.
    - src/config/start.tw 	- contains list of .tw passage files, regenerated automatic, by building scripts. Do not change by hands. (origial passage Start from pregmod renamed and moved to src/events/intro/introSummary.tw)
    - src/js/storyJS.tw		- special passage with [script] tag - contain all native JavaScript from pregmod.
    - devTools/tweeGo/targets/sugarcube-2/userlib.js - on original FC JS moved here (I deleted it after moving JS to storyJS.tw). Compare to storyJS.tw but do not copy file here. May conflict with src/js/storyJS.tw if copied.
    - src/pregmod 		- I put all pregmod-only passages here.
    - .gitignore 		- special file for git - to ignore some files. For example - compilation results or this file.

3. Compilation:

    Windows:
    Run compile.bat - result will be file bin/FC.html
    Second run of compile.but will overwrite bin/FC.html without prompt.

    Linux:
    Ensure executable permission on file devTools/tweeGo/tweego (not tweego.exe!)
    in the root dir of sources (where you see src, devTools, bin...) run command "make" from console. Should be installed "build-essential" or at least "make" package.

4. Simple comparing and merging with original FC:

    Use meld tool. Place folder FreeCities (original FC sources tree) near FreeCitiesPregmod (this sources tree) and use command:
    meld FreeCities FreeCitiesPregmod
    or just select these folders in meld's GUI.

5. All modders will be wery grateful if any, who make some changes to game, with .html file also post his/her resulting src folder tree.

6. For contributors to pregmod: you need to post yours version of src folder tree, not just produced FC.html !!! This html file can't be reverted to proper sources, and useless as contribution!