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();
}