//private static Texture2D _edge; private void DrawBody(Batcher2D batcher, Vector3 position, MouseOverList objecList, byte dir, out int drawX, out int drawY, out int drawCenterY, ref Rectangle rect, ref bool mirror, Hue hue, bool shadow) { Graphic graphic = GetGraphicForAnimation(); byte animGroup = Mobile.GetGroupForAnimation(this, graphic); sbyte animIndex = AnimIndex; drawX = drawY = drawCenterY = 0; FileManager.Animations.AnimID = graphic; FileManager.Animations.AnimGroup = animGroup; FileManager.Animations.Direction = dir; ref AnimationDirection direction = ref FileManager.Animations.DataIndex[FileManager.Animations.AnimID].Groups[FileManager.Animations.AnimGroup].Direction[FileManager.Animations.Direction];
private void AddLayer(byte dir, Graphic graphic, Hue hue, Mobile mobile, EquipConvData?convertedItem = null, bool ispartial = false, int offsetY = 0) { byte animGroup = Mobile.GetGroupForAnimation(mobile, graphic); sbyte animIndex = mobile.AnimIndex; /* bool isitting = false; * if (mobile.IsHuman && !mounted) * { * if ((FileManager.Animations.SittingValue = mobile.IsSitting) != 0) * { * animGroup = (byte) (FileManager.Animations.Direction == 3 ? 25 : (byte) PEOPLE_ANIMATION_GROUP.PAG_STAND); * animIndex = 0; * * isitting = true; * } * } */ FileManager.Animations.AnimID = graphic; FileManager.Animations.AnimGroup = animGroup; FileManager.Animations.Direction = dir; ref AnimationDirection direction = ref FileManager.Animations.DataIndex[FileManager.Animations.AnimID].Groups[FileManager.Animations.AnimGroup].Direction[FileManager.Animations.Direction];