public void startGame(string mapName, bool[] playersPlaying)
        {
            //initialRoundTime = 300;
            roundTime = initialRoundTime;
            GameTime gameTime = new GameTime();
            roundStartTime = gameTime.TotalGameTime.Seconds;
            loadMap("Content/maps/" + mapName + ".map");

            List<PlayerIndex> playerIndicesPlaying = new List<PlayerIndex>();
            for (int i = 0; i < playersPlaying.Length; ++i)
                if (playersPlaying[i])
                    playerIndicesPlaying.Add(PlayerIndex.One + i);
            players = new Player[playerIndicesPlaying.Count];
            PlayerIndex[] playerIndices = new PlayerIndex[playerIndicesPlaying.Count];
            for (int i = 0; i < players.Length; ++i)
            {
                players[i] = new Player(this, playerIndicesPlaying[i], mapEngine.playerPoss[aiEngine.random.Next(mapEngine.playerPoss.Count)]);
                playerIndices[i] = playerIndicesPlaying[i];
            }
            renderEngine = new RenderEngine(this, playerIndices);

            //once the map is loaded the player has a position, so take it for the test agent
            for (int i = 0; i < 2; ++i) aiEngine.agents.Add(new AIAgent(this, players[0].getPosition()));

            currentState = GameState.GameScreen;
        }
        public void applyBlink(float elapsedTime, Player player, Vector3 move)
        {
            BoundingBox playerBoundingBox = player.getBoundingBox();
            Vector3 cent = center(playerBoundingBox);

            //fix the move with a hitscan
            HitScan hs = hitscan(cent, Vector3.Normalize(move), null);
            if (hs != null && hs.Distance() < Math.Sqrt(Vector3.Dot(move, move)))
                move = Vector3.Normalize(move) * hs.Distance() + hs.collisionFace.plane.getNormal()*70;

            Vector3 offset = center(playerBoundingBox) - player.getPosition();
            Vector3 playerRadius = size(playerBoundingBox) * 0.5f;
            Vector3 basePoint = toESpace(playerRadius, cent);
            Vector3 evelocity = toESpace(playerRadius, move);
            Vector3 pos = collideWithWorld(playerRadius, basePoint, evelocity, 0, player);

            player.setPosition(toWorldSpace(playerRadius, pos) - offset);
        }