NPC.facing C# (CSharp) Method

facing() private method

Breaks down the angle in the the facing sector. Clockwise from 0)
private facing ( float angle ) : int
angle float Angle.
return int
    int facing(float angle)
    {
        if ((angle >= -22.5) && (angle <= 22.5))
        {
            return 0;//*AnimRange;//Facing forward
        }
        else
        {
            if ((angle>22.5)&&(angle<=67.5))
            {//Facing forward left
                return 1;//*AnimRange;
            }
            else
            {
                if ((angle >67.5)&&(angle<=112.5))
                {//facing (right)
                    return 2;//*AnimRange;
                }
                else
                {
                    if ((angle >112.5)&&(angle<=157.5))
                    {//Facing away left
                        return 3;//*AnimRange;
                    }
                    else
                    {
                        if (((angle >157.5)&&(angle<=180.0)) || ((angle>=-180)&&(angle<=-157.5)))
                        {//Facing away
                            return 4;//*AnimRange;
                        }
                        else
                        {
                            if ((angle >=-157.5)&&(angle<-112.5))
                            {//Facing away right
                                return 5;//*AnimRange;
                            }
                            else
                            {
                                if ((angle >-112.5)&&(angle<-67.5))
                                {//Facing (left)
                                    return 6;//*AnimRange;
                                }
                                else
                                {
                                    if ((angle >-67.5)&&(angle<-22.5))
                                    {//Facing forward right
                                        return 7;//*AnimRange;
                                    }
                                    else
                                    {
                                        return 0;//*AnimRange;//default
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }