void GameBase::onUnmount( SceneObject *obj, S32 node )
{
   clearNotify(obj);

   GameBase *gbaseObj = dynamic_cast<GameBase*>( obj );

   if ( gbaseObj && gbaseObj->getControlObject() != this )
      clearProcessAfter();

   if (!isGhost()) {
      setMaskBits(MountedMask);
      mDataBlock->onUnmount_callback( this, obj, node );
   }
}
void GameBase::onMount( SceneObject *obj, S32 node )
{      
   deleteNotify( obj );

   // Are we mounting to a GameBase object?
   GameBase *gbaseObj = dynamic_cast<GameBase*>( obj );

   if ( gbaseObj && gbaseObj->getControlObject() != this )
      processAfter( gbaseObj );

   if (!isGhost()) {
      setMaskBits(MountedMask);
      mDataBlock->onMount_callback( this, obj, node );
   }
}