public void SpawnNewPlayer(int player)
        {
            int           spawnSize = 128;
            Vector2       levSize = PrimalDevistation.Instance.Level.Size;
            cCollisionMap cm = PrimalDevistation.Instance.Level.CollisionMap;
            int           x, y;

            do
            {
                //x = (int)cMath.Rand(600 + (spawnSize / 2), levSize.X - (spawnSize / 2)-600);
                //y = (int)cMath.Rand(600 + (spawnSize / 2), levSize.Y - (spawnSize / 2)-600);
                x = (int)cMath.Rand((spawnSize / 2), levSize.X - (spawnSize / 2));
                //y = (int)cMath.Rand((spawnSize / 2), levSize.Y - (spawnSize / 2));
                y = (int)cMath.Rand((spawnSize / 2), 400);
            } while (cm.CheckCollisionIndestructable(x - 64, y - 64, cm.Explosions[128]._data, SpriteEffects.None));

            SpawnNewPlayer(player, x, y);
        }
        private void Respawn(cPlayer p)
        {
            int           spawnSize = 128;
            Vector2       levSize = PrimalDevistation.Instance.Level.Size;
            cCollisionMap cm = PrimalDevistation.Instance.Level.CollisionMap;
            int           x, y;

            do
            {
                //x = (int)cMath.Rand(600 + (spawnSize / 2), levSize.X - (spawnSize / 2)-600);
                //y = (int)cMath.Rand(600 + (spawnSize / 2), levSize.Y - (spawnSize / 2)-600);
                x = (int)cMath.Rand((spawnSize / 2), levSize.X - (spawnSize / 2));
                //y = (int)cMath.Rand((spawnSize / 2), levSize.Y - (spawnSize / 2));
                y = (int)cMath.Rand((spawnSize / 2), 400);
            } while (cm.CheckCollisionIndestructable(x - 64, y - 64, cm.Explosions[128]._data, SpriteEffects.None));
            PrimalDevistation.Instance.Level.AddExplosion(128, new Vector2(x, y), Vector2.Zero);
            p.Position  = new Vector2(x, y);
            p.HitPoints = p.MaxHitPoints;
        }