/// <summary>Raised after the game state is updated (≈60 times per second).</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event arguments.</param>
        private void OnUpdateTicked(object sender, UpdateTickedEventArgs e)
        {
            // Replaces the game's warp code with my own!
            if (Context.IsWorldReady && e.IsMultipleOf(8))
            {
                foreach (var action in Game1.delayedActions)
                {
                    var afterFadeFunction = action.afterFadeBehavior;
                    if (afterFadeFunction != null)
                    {
                        WarpOverride newWarp = null;
                        switch (afterFadeFunction.Method.Name)
                        {
                        case "totemWarpForReal":
                            newWarp = new TotemWarpOverride(afterFadeFunction.Target);
                            break;

                        case "wandWarpForReal":
                            newWarp = new WandWarpOverride();
                            break;

                        case "obeliskWarpForReal":
                            newWarp = new ObeliskWarpOverride(afterFadeFunction.Target);
                            break;
                        }

                        if (newWarp != null)
                        {
                            action.afterFadeBehavior = newWarp.DoWarp;
                        }
                    }
                }
            }
        }
        /**
         * Replaces the game's warp code with my own!
         **/
        private void InterceptWarps(object sender, EventArgs e)
        {
            if (!Context.IsWorldReady)
            {
                return;
            }

            foreach (var action in Game1.delayedActions)
            {
                var afterFadeFunction = action.afterFadeBehavior;
                if (afterFadeFunction != null)
                {
                    WarpOverride newWarp = null;
                    switch (afterFadeFunction.Method.Name)
                    {
                    case "totemWarpForReal":
                        newWarp = new TotemWarpOverride(afterFadeFunction.Target);
                        break;

                    case "wandWarpForReal":
                        newWarp = new WandWarpOverride();
                        break;

                    case "obeliskWarpForReal":
                        newWarp = new ObeliskWarpOverride(afterFadeFunction.Target);
                        break;
                    }

                    if (newWarp != null)
                    {
                        action.afterFadeBehavior = newWarp.DoWarp;
                    }
                }
            }
        }