function PlayerMovementFunction(MONSTER* Mon)
{
STRING* AbyssNameString = str_create("");
STRING* AbyssNumberString = str_create("");
STRING* TempString = str_create("#10");
while(1)
{
vec_set(vMin,my.x);
vec_set(vMax,my.x);
vec_add(vMin,my.min_x);
vec_add(vMax,my.max_x);
//CHECK IF PLAYER HAS FALLEN INTO AN ABYSS REGION, THEN RESPAWN HIM AT CORRESPONDING RESPAWN POINT
if(region_find(AbyssNameString, my.x))//check if ent is in region & store name of region
{
str_cpy(TempString, AbyssNameString);
TempString = str_cut(NULL, AbyssNameString, 1, 5); //store first 5 letters in TempString
if(str_cmpi(TempString, "Abyss")) //if the region is an abyss
{
str_cpy(AbyssNumberString, AbyssNameString);
str_clip(AbyssNumberString, 5); //Delete first 5 characters then store resulting number
if(region_check(AbyssNameString,vMin,vMax))
{
vec_set(my.x, Player1RespawnPosition[str_to_num(AbyssNumberString)]);
}
}
}