static void _scopeCallback( SceneObject* object, void* data )
{
   if( !object->isScopeable() )
      return;

   ScopingInfo* info = reinterpret_cast< ScopingInfo* >( data );
   NetConnection* connection = info->connection;

   F32 difSq = ( object->getWorldSphere().center - info->scopePoint ).lenSquared();
   if( difSq < info->scopeDistSquared )
   {
      // Not even close, it's in...
      connection->objectInScope( object );
   }
   else
   {
      // Check a little more closely...
      F32 realDif = mSqrt( difSq );
      if( realDif - object->getWorldSphere().radius < info->scopeDist)
         connection->objectInScope( object );
   }
}
static void scopeCallback( SceneObject* obj, void* conPtr )
{
   NetConnection* ptr = reinterpret_cast< NetConnection* >( conPtr );
   if( obj->isScopeable() )
      ptr->objectInScope(obj);
}