mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
241 lines
9.2 KiB
C#
241 lines
9.2 KiB
C#
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.GameObjects;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.Map
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{
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public class MapManager
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{
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public static Camera Camera;
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public static ObjLink ObjLink;
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public static BlendState LightBlendState = new BlendState();
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public Map CurrentMap;
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public Map NextMap;
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public bool UpdateCameraX;
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public bool UpdateCameraY;
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private Matrix blurMatrix;
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public MapManager()
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{
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CurrentMap = new Map();
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NextMap = new Map();
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Camera = new Camera();
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LightBlendState.ColorBlendFunction = BlendFunction.Add;
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LightBlendState.ColorDestinationBlend = Blend.InverseSourceAlpha;
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LightBlendState.ColorSourceBlend = Blend.One;
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LightBlendState.AlphaBlendFunction = BlendFunction.Max;
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LightBlendState.AlphaDestinationBlend = Blend.One;
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LightBlendState.AlphaSourceBlend = Blend.One;
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}
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public void Load()
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{
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ObjLink = new ObjLink();
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}
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public void Update(bool frozen)
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{
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// update the objects on the map
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CurrentMap.Objects.Update(frozen);
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CurrentMap.UpdateMapUpdateState();
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UpdateCamera();
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}
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public void UpdateAnimation()
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{
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CurrentMap.Objects.UpdateAnimations();
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}
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public Vector2 GetCameraTarget()
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{
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// update the camera
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if (CurrentMap.CameraTarget.HasValue)
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return CurrentMap.CameraTarget.Value * Camera.Scale;
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return GetCameraTargetLink();
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}
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public Vector2 GetCameraTargetLink()
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{
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return new Vector2(ObjLink.PosX, ObjLink.PosY - 4) * Camera.Scale;
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}
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public void UpdateCamera()
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{
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//if (!UpdateCameraX)
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//centerPosition.Y -= ObjLink.EntityPosition.Z;
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// center the map vertical if it is smaller than the screen
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// not so sure about this
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//if (CurrentMap.MapHeight * 16 * Camera.Scale < Game1.WindowHeight)
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// centerPosition.Y = CurrentMap.MapHeight * 8 * Camera.Scale;
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if (UpdateCameraX || UpdateCameraY)
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Camera.Center(GetCameraTarget(), UpdateCameraX, UpdateCameraY);
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UpdateCameraX = true;
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UpdateCameraY = true;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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// draw the objects under the tilemap
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CurrentMap.Objects.DrawBottom(spriteBatch);
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//Game1.StopWatchTracker.Start("draw tile layers");
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// draw the tile map
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CurrentMap.TileMap.Draw(spriteBatch);
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//Game1.StopWatchTracker.Stop();
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// draw the objects draw over the tileset
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CurrentMap.Objects.DrawMiddle(spriteBatch);
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// draw the blured part of the tile map
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DrawBlur(spriteBatch, Game1.GameManager.TempRT2, Game1.GameManager.TempRT0, Game1.GameManager.TempRT1);
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// draw the objects
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CurrentMap.Objects.Draw(spriteBatch);
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spriteBatch.End();
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}
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public void DrawBegin(SpriteBatch spriteBatch, Effect spriteEffect)
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{
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if (!Game1.GameManager.UseShockEffect)
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, spriteEffect, blurMatrix);
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else
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ObjectManager.SpriteBatchBegin(spriteBatch, null);
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}
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private void DrawBlur(SpriteBatch spriteBatch, RenderTarget2D blurRT0, RenderTarget2D blurRT1, RenderTarget2D blurRT2)
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{
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var matrixPosition = Vector2.Zero;
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if (!Game1.GameManager.UseShockEffect)
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{
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Game1.Graphics.GraphicsDevice.SetRenderTarget(blurRT0);
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Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
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var cameraPosition = new Vector2(Camera.RoundX / Camera.Scale, Camera.RoundY / Camera.Scale);
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// offset the position a little bit because we render a bigger region to avoid artefacts at the edges
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matrixPosition = new Vector2((int)cameraPosition.X - 1, (int)cameraPosition.Y - 1);
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blurMatrix = Matrix.CreateScale(1) *
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Matrix.CreateTranslation(new Vector3(-matrixPosition.X, -matrixPosition.Y, 0)) *
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Matrix.CreateTranslation(new Vector3(
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(int)(Game1.GameManager.SideBlurRenderTargetWidth * 0.5f),
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(int)(Game1.GameManager.SideBlurRenderTargetHeight * 0.5f), 0)) *
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Matrix.CreateScale(new Vector3(
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(float)blurRT0.Width / Game1.GameManager.SideBlurRenderTargetWidth,
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(float)blurRT0.Height / Game1.GameManager.SideBlurRenderTargetHeight, 0));
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}
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DrawBegin(spriteBatch, null);
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// draw object blur stuff
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CurrentMap.Objects.DrawBlur(spriteBatch);
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// blur tile maps
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CurrentMap.TileMap.DrawBlurLayer(spriteBatch);
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spriteBatch.End();
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if (Game1.GameManager.UseShockEffect)
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return;
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Resources.BBlurEffectH.Parameters["pixelX"].SetValue(1.0f / blurRT1.Width);
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Resources.BBlurEffectV.Parameters["pixelY"].SetValue(1.0f / blurRT1.Height);
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// v blur
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Game1.Graphics.GraphicsDevice.SetRenderTarget(blurRT1);
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Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
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// offset the render target so that we always sample at the same position
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var blurX = -(matrixPosition.X % 2) / 2 + (blurRT1.Width % 2 * 0.5f);
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var blurY = -(matrixPosition.Y % 2) / 2 + (blurRT1.Height % 2 * 0.5f);
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spriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BBlurEffectV, null);
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spriteBatch.Draw(blurRT0, new Vector2(blurX, blurY),
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new Rectangle(0, 0, blurRT0.Width, blurRT0.Height), Color.White, 0, Vector2.Zero, 0.5f, SpriteEffects.None, 0);
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spriteBatch.End();
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// h blur
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Game1.Graphics.GraphicsDevice.SetRenderTarget(blurRT2);
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Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
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spriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BBlurEffectH, null);
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spriteBatch.Draw(blurRT1, Vector2.Zero, Color.White);
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spriteBatch.End();
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Game1.GameManager.SetActiveRenderTarget();
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.AnisotropicClamp, null, null, null, Camera.TransformMatrix);
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// calculate offset to make sure that the render target is at the correct position
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var scale = new Vector2((float)Game1.GameManager.BlurRenderTargetWidth / blurRT1.Width * 2, (float)Game1.GameManager.BlurRenderTargetHeight / blurRT1.Height * 2);
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spriteBatch.Draw(blurRT2, new Vector2(
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matrixPosition.X + matrixPosition.X % 2 - (int)(Game1.GameManager.SideBlurRenderTargetWidth * 0.5f) - (int)(Game1.RenderWidth / (Camera.Scale * 2)) % 2,
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matrixPosition.Y + matrixPosition.Y % 2 - (int)(Game1.GameManager.SideBlurRenderTargetHeight * 0.5f) - (int)(Game1.RenderHeight / (Camera.Scale * 2)) % 2),
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new Rectangle(0, 0, blurRT2.Width, blurRT2.Height), Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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spriteBatch.End();
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}
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public void DrawLight(SpriteBatch spriteBatch)
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{
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Game1.Graphics.GraphicsDevice.Clear(CurrentMap.LightColor);
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spriteBatch.Begin(SpriteSortMode.Deferred, LightBlendState, SamplerState.AnisotropicClamp, null, null, null, Camera.TransformMatrix);
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CurrentMap.Objects.DrawLight(spriteBatch);
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spriteBatch.End();
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}
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public void ReloadMap()
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{
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// @Hack
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var tempTm = CurrentMap;
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CurrentMap = NextMap;
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NextMap = tempTm;
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NextMap.Objects.ReloadObjects();
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NextMap.Objects.SpawnObject(ObjLink);
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// reset the hole map
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SaveLoadMap.CreateEmptyHoleMap(NextMap.HoleMap, NextMap.MapWidth, NextMap.MapHeight);
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ObjLink.MapInit();
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tempTm = CurrentMap;
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CurrentMap = NextMap;
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NextMap = tempTm;
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CurrentMap.Objects.TriggerKeyChange();
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}
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public void FinishLoadingMap(Map map)
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{
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ObjLink.Map.Objects.RemoveObject(ObjLink);
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// set the player to the correct position
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ObjLink.FinishLoadingMap(map);
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// add the player to the map
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map.Objects.SpawnObject(ObjLink);
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// call key change event for the newly added objects
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map.Objects.TriggerKeyChange();
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}
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}
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}
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