public void Render(Graphics.BoundingVolumesRenderer bvRenderer, View view, Scene scene, Common.Pathing.NavMesh navMesh, int activeFrame) { if (Settings.VisualBoundings) { foreach (var v in scene.AllEntities) if(v.ActiveInMain == activeFrame) bvRenderer.Draw(Matrix.Identity, v.VisibilityWorldBounding, Color.Orange); } if (Settings.PhysicsBoundings) { bvRenderer.DrawFullChains = Settings.PhysicsBoundingsFullChains; foreach (var v in scene.AllEntities) if (v is Client.Game.Map.GameEntity && v.ActiveInMain == activeFrame && (!Settings.PhysicsBoundingsHideGround || !(v is Client.Game.Map.GroundPiece))) bvRenderer.Draw(Matrix.Identity, ((Client.Game.Map.GameEntity)v).PhysicsLocalBounding != null ? Common.Boundings.Transform(((Client.Game.Map.GameEntity)v).PhysicsLocalBounding, v.WorldMatrix) : null, Color.Blue); bvRenderer.DrawFullChains = true; } if (Settings.PathMesh) bvRenderer.Draw(Matrix.Identity, navMesh.BoundingRegion, Color.White); if (Settings.AggroRange) { foreach (var v in scene.AllEntities) if (v.ActiveInMain == activeFrame && v is Map.NPC) view.DrawCircle(scene.Camera, Matrix.Identity, ((Map.NPC)v).Position, ((Map.NPC)v).InRangeRadius, 12, Color.Red); } }