/// <summary>
 /// Sets up NPC Morris as a <see cref="SocialNPC"/>, if it wasn't already set up.
 /// </summary>
 private void SetUpMorris()
 {
     // If CC hasn't been completed then we create Morris
     if (Game1.MasterPlayer != null && !Game1.MasterPlayer.hasCompletedCommunityCenter())
     {
         var blah = Game1.getCharacterFromName("Morris", mustBeVillager: true);
         if (blah == null)
         {
             var morris = new NPC {
                 DefaultMap      = "JojaMart",
                 FacingDirection = 3,
                 Name            = "Morris",
                 Portrait        = this.Helper.Content.Load <Texture2D>("[SVE] Morris/assets/Image/Morris.png")
             };
             Morris = new SocialNPC(morris, new Vector2(27, 27));
         }
         else
         {
             Morris = new SocialNPC(Game1.getCharacterFromName("Morris", mustBeVillager: true), new Vector2(27, 27));
         }
     }
 }
 /// <summary>
 /// Sets up NPC Marlon as a <see cref="SocialNPC"/>, if it wasn't already set up.
 /// </summary>
 private void SetUpMarlon()
 {
     Marlon = new SocialNPC(Game1.getCharacterFromName("Marlon", mustBeVillager: true), new Vector2(4, 11));
 }
 private void Clean(object sender, EventArgs e)
 {
     Marlon = null;
     Morris = null;
 }