public long Update(TimeSpan elapsedTime)\r
{\r
State.AdvanceFrame(mInputs, elapsedTime.Milliseconds); // Apply the inputs, advance game state.\r
- mDisplay.Update(elapsedTime, State);\r
+ mDisplay.Update(elapsedTime, State, mThisPlayerID);\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