+ //Check for collisons\r
+ /*\r
+ \r
+ */\r
+ //Update input for each player\r
+ for (int i = 0; i < mGame.State.NumberOfPlayers; i++)\r
+ {\r
+ if (mGame.State.mCharacters[i] != null)\r
+ mGame.State.mCharacters[i].Update(timespan, mGame.State.GetKeysDown(i));\r
+ }\r
+ if (mGame.State.mCharacters[thisPlayer] != null)\r
+ {\r
+ mGame.State.Map.CenterCell = mGame.State.mCharacters[thisPlayer].Position;\r
+ }\r
+ //Handle wall collisions of projectiles again...\r
+ for (int i = 0; i < mGame.State.mProjectiles.Count; i++)\r
+ {\r
+ if (!mGame.State.Map.IsCellOpen(new Point(mGame.State.mProjectiles[i].Coordinates.X, mGame.State.mProjectiles[i].Coordinates.Y)))\r
+ {\r
+ mGame.State.mProjectiles.RemoveAt(i);\r
+ i--;\r
+ }\r