/// <summary>
        /// Swaps out Mario's current Partner for a different one.
        /// </summary>
        /// <param name="newPartner">The new BattlePartner to take part in battle.</param>
        public void SwapPartner(BattlePartner newPartner)
        {
            BattlePartner oldPartner = Partner;

            Partner          = newPartner;
            Partner.Position = oldPartner.Position;
            Partner.SetBattlePosition(oldPartner.BattlePosition);

            //Set the new Partner to use the same max number of turns all Partners have this phase cycle
            Partner.SetMaxTurns(BattlePartner.PartnerMaxTurns);

            //If the entity swapping out partners is the old one increment the turn count for the new partner,
            //as the old one's turn count will be incremented after the action is finished
            if (EntityTurn == oldPartner)
            {
                Partner.SetTurnsUsed(oldPartner.TurnsUsed + 1);
            }
            //Otherwise, the entity swapping out partners must be Mario, so set the new Partner's turn count to the old one's
            //(or an enemy via an attack, but none of those attacks exist in the PM games...I'm hinting at a new attack idea :P)
            else
            {
                Partner.SetTurnsUsed(oldPartner.TurnsUsed);
            }

            //Swap Partner badges with the new Partner
            BattlePartner.SwapPartnerBadges(oldPartner, Partner);

            //Check if the Partner is in the front or back and set the correct reference
            if (oldPartner == FrontPlayer)
            {
                FrontPlayer = Partner;
            }
            else if (oldPartner == BackPlayer)
            {
                BackPlayer = Partner;
            }
        }
        /// <summary>
        /// Handles swapping Partners.
        /// </summary>
        private void SwapPartner()
        {
            //Set the new Partner reference
            OldPartner.BManager.SetPartner(NewPartner);

            //Remove the old Partner from battle, then add the new Partner to battle
            OldPartner.BManager.RemoveEntity(OldPartner, false);

            //Swap Partner badges with the new Partner
            BattlePartner.SwapPartnerBadges(OldPartner, NewPartner);

            //Add the new Partner to battle
            OldPartner.BManager.AddEntity(NewPartner, null);

            //Position offset
            Vector2 offset = Vector2.Zero;

            //If the old Partner was airborne and the new one isn't, move the new one down
            if (OldPartner.HeightState == HeightStates.Airborne && NewPartner.HeightState != HeightStates.Airborne)
            {
                offset.Y += BattleGlobals.AirborneY;
            }
            //Otherwise, if the old Partner wasn't airborne and the new one is, move the new one up
            else if (OldPartner.HeightState != HeightStates.Airborne && NewPartner.HeightState == HeightStates.Airborne)
            {
                offset.Y -= BattleGlobals.AirborneY;
            }

            //Set positions to the old ones
            NewPartner.Position = OldPartner.Position;
            NewPartner.SetBattleIndex(OldPartner.BattleIndex);
            NewPartner.SetBattlePosition(OldPartner.BattlePosition + offset);

            //State the old Partner is out of battle
            OldPartner.SetBattleIndex(BattleGlobals.InvalidBattleIndex);

            //Set flip state
            NewPartner.SpriteFlip = OldPartner.SpriteFlip;

            //Set the new Partner to use the same max number of turns all Partners have this phase cycle
            //The only exceptions are if the new partner doesn't move at all (Ex. Goompa) or is immobile
            //In this case, set its max turn count to 0
            if (NewPartner.BaseTurns > 0 && NewPartner.IsImmobile() == false)
            {
                NewPartner.SetMaxTurns(BattlePartner.PartnerMaxTurns);
            }
            else
            {
                NewPartner.SetMaxTurns(0);
            }

            //If the BattleEntity swapping out partners is the old one, increment the turn count for the new Partner,
            //as the old one's turn count will be incremented after the action is finished
            if (OldPartner.IsTurn == true)
            {
                NewPartner.SetTurnsUsed(OldPartner.TurnsUsed + 1);
            }
            //Otherwise, the entity swapping out partners must be Mario, so set the new Partner's turn count to the old one's
            //(or an enemy via an attack, but none of those attacks exist in the PM games...I'm hinting at a new attack idea :P)
            else
            {
                NewPartner.SetTurnsUsed(OldPartner.TurnsUsed);
            }
        }