void sendSpecialUpdate()
{
////GPMSG_SPECIAL_STATUS = 0x0293,
//// { B specialID, L current, L max, L recharge }
//for (std::map<int, Special*>::iterator i = mSpecials.begin();
// i != mSpecials.end(); i++)
//{
// MessageOut msg(GPMSG_SPECIAL_STATUS );
// msg.writeInt8(i.first);
// msg.writeInt32(i.second.currentMana);
// msg.writeInt32(i.second.neededMana);
// msg.writeInt32(mRechargePerSpecial);
// /* Yes, the last one is redundant because it is the same for each
// special, but I would like to keep the netcode flexible enough
// to allow different recharge speed per special when necessary */
// gameHandler.sendTo(this, msg);
//}
}