protected override void Update(GameTime gameTime) { //Update input states Input.Update(); //Process multiplayer if (NetManager.Client != null) { MsgHandler.ProcessNetworkMessages(); } //Update input states IsMouseOnControl = !CheckPosition(Input.MousePosition.ToPoint()); switch (CurrentGameState) { case GameState.Login: { break; } case GameState.Game: { Map.Update(gameTime); break; } } base.Update(gameTime); }