public void AddPropertyChange (params PlayerProperties [] properties)
{
lock (changed_properties) {
foreach (PlayerProperties prop in properties) {
string prop_name = prop.ToString ();
changed_properties[prop_name] = Get (player_interface_name, prop_name);
}
// TODO We could check if a property really has changed and only fire the event in that case
HandlePropertiesChange (player_interface_name);
}
}