public override void Update(FrameEventArgs e) { base.Update(e); _autoTileAnimationTimer += (float)e.Time; if (_mapDataChanged) { if (_mapInstance != null) { for (int i = 0; i < _mapInstance.GetMapData().MapEventsCount(); i++) { AddMapEvent(_mapInstance.GetMapData().GetMapEvent(i), false); } // // add players here (when they are in the map packet) // for (int i = 0; i < _mapInstance.GetMapPacket().Enemies.Count; i++) { AddMapEnemy(_mapInstance.GetMapPacket().Enemies[i], false); } for (int i = 0; i < _mapInstance.GetMapPacket().Projectiles.Count; i++) { AddMapProjectile(_mapInstance.GetMapPacket().Projectiles[i], false); } for (int i = 0; i < _mapInstance.GetMapPacket().Items.Count; i++) { AddMapItem(_mapInstance.GetMapPacket().Items[i], false); } } _mapDataChanged = false; GenerateMapMeshes(); } }