public bool HasStatusEffect(StatusEffect otherStatusEffect)
 {
     foreach (StatusEffect statusEffect in StatusEffects)
     {
         if (statusEffect.Type == otherStatusEffect.Type)
         {
             StatusEffects.IInflictable inflictable = otherStatusEffect as StatusEffects.IInflictable;
             if (inflictable == null)
                 return true;
             else if (inflictable.Inflictor == (statusEffect as SuperFantasticSteampunk.StatusEffects.IInflictable).Inflictor)
                     return true;
         }
     }
     return false;
 }
 public void AddStatusEffect(StatusEffect statusEffect)
 {
     if (!HasStatusEffect(statusEffect))
     {
         StatusEffects.Add(statusEffect);
         if (BattleEntity != null)
         {
             ParticleEffect particleEffect = new ParticleEffect(BattleEntity.GetCenter(), Color.White, 10, statusEffect.TextureData, 200.0f, 0.0f, 0.5f, 1.0f, false);
             particleEffect.DepthOverride = BattleEntity.Position.Y + 5.0f;
             Scene.AddEntity(particleEffect);
         }
     }
 }