void CPhysicsNPCSolver::UpdateOnRemove() { if ( m_allowIntersection ) { physenv->DestroyMotionController( m_pController ); m_pController = NULL; PhysEnableEntityCollisions( m_hNPC, m_hEntity ); } else { if ( m_hEntity.Get() ) { m_hEntity->ClearNavIgnore(); } } //NDebugOverlay::EntityBounds(m_hNPC, 0, 255, 0, 64, 0.5f ); BaseClass::UpdateOnRemove(); }