*/\r
}\r
\r
+ public AI AIData { get { return mAIData; } }\r
+\r
public long CurrentFrameNumber\r
{\r
get { return State.FrameNumber; }\r
{\r
State.AdvanceFrame(mInputs, elapsedTime.Milliseconds); // Apply the inputs, advance game state.\r
State.mDisplay.Update(elapsedTime, mThisPlayerID);\r
+ /*\r
State.Entities.ForEach(delegate(IEntity e) \r
{\r
IMonster m = e as IMonster;\r
}\r
e.Update(elapsedTime); \r
});\r
- //State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); });\r
+ */\r
+ State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); });\r
mInputs = new NextInputs(State.NumberOfPlayers); // Start with inputs cleared on the next frame.\r
//mDisplay.Update(elapsedTime);\r
return State.FrameNumber;\r