+void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
+ Vector<int> position(coordinates * map->Tileset()->Size());
+ entities.clear();
+ for (Entity *e(controlled); e; e = e->Follower()) {
+ e->Position() = position;
+ e->SetOrientation(controlled->GetOrientation());
+ entities.push_back(e);
+ }
+ map = newMap;
+ skipLock = true;
+}
+
+