virtual bool IsHeadingToGameBounds( const AUVec3f& position, const AUVec3f& velocity ) const
	{
		float edgeProportion = (position.x * position.x) / m_fWorldCenteringDist.x +
			(position.z * position.z) / m_fWorldCenteringDist.z;
		return ( edgeProportion > 0.8f && position.Dot(velocity) > cos( M_PI_4 ) );
	}