//TODO: Completely rework this method... it currently sucks //A LOT... i mean it! public void CheckForRespawn() { Position pos = new Position(CenterX, CenterY, CenterZ); Monster monster = Monster.CreateMonster(MonsterName); if (monster != null && world.GetGameMap().GetTile(pos) != null) { world.AppendAddMonster(monster, pos); } return; Map map = world.GetGameMap(); ThingSet tSet = map.GetThingsInVicinity(pos); //Monster monster = Monster.CreateMonster(MonsterName); if (monster == null) { return; } if (map.GetTile(pos) != null && !map.TileContainsType(pos, Constants.TYPE_BLOCKS_AUTO_WALK)) { bool canRespawn = true; foreach (Thing thing in tSet.GetThings()) { if (thing is Player) //TODO: FIX this crap { canRespawn = false; } } if (canRespawn) { world.SendAddMonster(monster, pos); } } else { return; } // if (map.GetTile(pos) != null && // !map.TileContainsType(pos, Constants.TYPE_BLOCKS_AUTO_WALK)) { // Console.WriteLine("x: " + x++); //world.SendAddMonster(monster, pos); // } world.AddEventInCS(SpawnTime, CheckForRespawn); }