	CPX player1_object
	BNE notPlayerForWarpTile
	
	;;Change player Action Step to 00 - Idle
	ChangeActionStep player1_object, #$00
	
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	;;Stop the Player from Moving
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	LDX player1_object
	LDA Object_direction,x
	AND #%00000111
	STA Object_direction,x
	;;;;;;;;;;;;;;;;;;;;;;;;;;
	
	WarpToScreen warpToMap, warpToScreen, #$01
		;; arg0 = warp to map.  0= map1.  1= map2.
		;; arg1 = screen to warp to.
		;; arg2 = screen transition type - most likely use 1 here.
			;; 1 = warp, where it observes the warp in position for the player.
			
	;;;;;;;;;;;;;;;;;;;PROCESS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	;;The player will change Action Step to Idle - so fixes if Hurt, it will still not recoil when warping
	;;The player will Stop Moving
	;;The player will Warp
	;;Additionally, the player will stop moving
	;;the code the player stopping is inside the WarpToScreen macro		
			
notPlayerForWarpTile: